Troll Lair, First floor (hidden floor . You will finish the quest by leaving the location. 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. Continue round the walls to find another trap (DC26). That would have come in useful just now! Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. Two doors have opened in the west wall but the way back to the entrance is now sealed. Quicksave so that you can try again if you don't see it within a reasonable time frame. Head back to the world map. A letter arrives from the Maegar Varn of Varnhold, proposing an alliance between your lands. If you retrieve the armour pieces through intimidation, you can throw Kergan in jail or let him go. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor. The Fighter drops a Masterwork longsword and the ranged guys drop composite bows. You will meet Kalikke inside and will have to dismiss your other companions to proceed. We'll follow after him later. Continue north to face off against a dangerous group of enemies: a Branded Troll, three Trolls, a Kobold Boomsayer and a couple of Kobold Archers. Fighting them will aggro an Alpha Worg, another Apha Wolf and a Dire Wolf from the right, so position your squishier characters accordingly. Regardless of the outcome, hostilities will ensue. Follow the dog until you find a man called Ekundayo. When you start seriously thinning their numbers, enemies will start fleeing. Search the pack of the dead merchant lying in the road for an Amulet of Agile Fists and a Merchant's Letter. 4. He will throw three fire bombs per round. This is a very profitable place to visit although some of the encounters are quite bruising. Select "Look around carefully" for a Knowledge (Arcana) check (DC20). You will pass the Lonely Barrow to your south. 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. Head south to rescue him. I suggest that you built it on the river as close as possible to Tuskdale. Head north from your starting point. 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. Head to the top left corner of the room where you will find three containers with the Commandant's Journal (Second Half) and the Old Dwarven Chest Key. However, this benefits you not at all so I suggest you keep it. When you get there, make a note of the Overgrown Pool location a short distance to the east. Find Lykka and tell her about the Cyclops for 300XP and some gold and gems. Leave through the exit in the Troll Lair Depths when you're ready. Fight your way through a group of four War Wisps. Besides the teacher, there are three Kobold Blades, an Archer and a Pupil (rogue). 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. Loot his remains for a Belt of Physical Might +2. You will also find Shaynih'a in the northwest of the settlement to initiate the Author Wanted errand. He's not really worth killing, however - he gives 0 XP and meagre loot. 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. The check itself is DC17. There is a hidden cache nearby with a Token of the Dryad. Head across the river and go west to find a couple of Kobold Sentinels fighting an uneven battle against a trio of Ferocious Wolves. Go into the room beyond and interact with the column. To the left of your fortress, there is a Ford Across the Skunk River location. 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. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. Advance towards the rift as you battle these creatures because when you kill the first Greater Giant Spider, a Silky and a Doomspider will emerge from the rift. There is another trap (DC21) in the room beyond. 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. Talk to him to begin this quest. Cross over into your barony and check that there's nothing requiring your urgent attention. He wants you to take him to any dwarven ruins you find. If you met with Tristian, there will be a new event "Support the Councilor's Endeavors" which takes 14 days and will increase your barony's Loyalty rank. If you were able to make Tartuk your vassal, you will emerge in the courtyard of what is now an established kobold settlement. The ones on the left of the road are melee attackers while there are two archers on the other side of the road. You will learn that the Great Ancestor has ordered them to plant dope-weed instead of heal-herb. At the next crossroads (you should be close to the Technic League Encampment), follow the trail south and west and then turn southeast. There is a short cut up the slope which requires Lore (Nature) followed by Athletics to negotiate. Ask about Trobold and you can question him about Tartuk and Hargulka. The Chaotic Good option is slightly more rewarding than the others. He seems very excited about the formula he's discovered. Since you need to wait for further developments, you can take time out to recruit Kalikke (and her sister). With better equipment than you had earlier, Tranquil River Bend should be manageable. 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. Help them and find out about a mage living nearby. Harrim will punch the anvil, smashing it. There is also a hidden compartment on the wall with some minor loot. There's another hidden stash in the rocks to the south which contains minor loot. 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. 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. Return to your capital and go to the Capital Square. When they're dead, you can grab the other two Gloomberries and search a log to find Shard of Knight's Bracers (6/10) and a Token of the Dryad. You can try intimidating them (DC22) to get them to leave or, if you ask what they're doing, you can make a diplomacy check (DC28) to make a deal with them. Interact with it and you can detect magic and gain some XP if you succeed at a will check. Dpeak to Fashor who's standing by the animal pen. 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 the player manages to rescue him from the trolls, he will assign the quest Guiding Beacon. Head northeast from your current position and cut your way through four bears. Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). You will be attacked by the scarecrow and the inhabitant of the house. Turn around and go south. Pathfinder Kingmaker: How To Recruit Advisers (& Which - ScreenRant You will find a Taldan Warrior's Dog Tag in a bag next to a hut. Click L3 to view the state of the barony and opt to buy some Build Points. The area to the east of Triessia is extremely dangerous. Pathfinder: Kingmaker Wiki is a FANDOM Games Community. Talk to the witch Old Beldame and learn that, apparently, she did not do anything wrong. When he's dead, retrieve the Cypress Queen's Flute (4/5). Speak to him again and he will buy the coins, tokens and dog tags that you've picked up. If you have good AC, you should be OK. Head inside where you will find a Tremendous Centipede, four Giant Centipedes and a Spitting Giant Centipede. 6 days ago. If you fail, curse and reload the save before the battle. This quest takes some time to play out, so you can get it underway before doing other stuff. There is another floor puzzle in this room which you can simply make a note of for the time being. He does spam Magic Missile, however, but Shield keeps you safe. Select one of the events to go to the throne room. Make a hard save at the entrance in case you get stuck. He directs you to mage named Bartholomew to find out more about these trolls. You have a number of options but to progress the quest, you have to select "I think you should talk to Valerie alone". All that lies between you and escape are a pair of 2nd-level Ferocious Wolves. When they've finished speaking, How to Build a Kingdom will start and you will have a tutorial for managing your barony. Before you leave the area, check out the top right corner for some minor loot. Continue north to the next room and you will find a Kobold Artist painting a fresco. Claim the Abandoned Laboratory near Lone House on your way. One or two Events will have popped up, one to speak to Harrim and possibly another if your Loyalty stat reached 20. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. Note that the Lawful Good response really does lead to no reward. Otherwise, you will need to succeed at one of the skill checks. These are properly nasty. He will die if trolls brought him below 0 health . Your email address will not be published. Instead ask how you can help to learn that he needs two coins to put over his eyelids. Return to your capital and take care of any throne room business. Espaol - Latinoamrica (Spanish - Latin America). You will be reunited with your original party, so you don't have to make your way back to the capital alone. You will now be able to build a Printing House in your capital. Otherwise you can make a Strength or Dexterity check to start a fight at an advantage - either one troll down or the kobold shaman out cold. Buff up and head down to meet the trolls. Have Ekun take out the Boomsayer while your melee attackers go after the trolls. Smoulderburn has AC 33 so is a bit tricky to hit: True Strike, Inspire Courage and Blessing of the Faithful help. Go across to a side cave on the left where you will find a couple of loot stashes containing a Taldan Warrior's Dog Tag among other things. The Old Beldame will come out of the house and you can now go into the garden. Initially, only the Young Hydra is in aggro range. The best option seems to be the Neutral Evil one which gains you 4500G. Just to the left of your starting point is a hidden stash with minor loot. Go down the slope west towards the shore. Eventually, you will end up in your throne room. The mage loks a bit battered, but his defenses seem to be holding. 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. Unless you want his loot which is quite nice. They have fairly weak Will saves so Hideous Laughter is useful. There is also a merchant near the gate if you want to offload junk that you don't want to carry back to civilisation. It costs 400BP (or equivalently 32,000G) and an additional 50BP to build a settlement. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. He complains about the state of the roads in your barony, even though there is no way that this place can be part of your barony at this point. If you tell him to free the troll, Valerie will come over all Lawful Stupid. Ask about "other dangers on the road" and a location named Hodag Lair will be added to your map. Approach the column in the centre and you will be thrown into battle against the Lonely Warrior, a level 15 undead. Alternatively, you can start following clues from Ivar's house. 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. Amiri will announce her intention to kill the creature. A couple of days after the letter arrives for Valerie, Jaethal will demand to see you in the throne room. You need to make one of the speech checks. There's a chest with some minor loot. Or Acid trophy and you will get to speak to him. Upstairs is an easy chest (DC16) containing an Old Diary that you can read. Do not go in there yet - you'll come back later. Saving Bartholomew? : r/Pathfinder_Kingmaker - reddit Head inside the fortress, follow the trolls leader, descending to the lower floor. Hargulka has 236HP, which is the main thing you have to burn through, and five powerful melee attacks. Before going in, you'll want to rest, however. Continue up the path and you will come across a ghoul standing outside a run-down cottage. Go west from where you fought the Nereid. Speak to the Old Beldame and ask about the lost child (remember him?). If you fail, either rampage through the village or reload the save you made earlier. The check is made by your main character, so choose whichever one is most likely to succeed. If you do so and Octavia begins to verbally bait him, you must intervene or fight him. You will have an initial selection of Kingdom Events as well. You have an invitation from Maegar Varn to pay him a visit.