Exhaust his conversation options to learn that a spirit calling itself "Great Ancestor" is manipulating Vesket, the village chief. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Just to the left of your starting point is a hidden stash with minor loot. There are is a trap across a doorway (DC27 to spot and remove). Talk to Jenna in the upper left corner. The Wererat Lair location is added to your map. Head west from the campsite to a moderately tricky encounter vs. a Branded Troll, two Trolls and a Kobold Boomsayer. After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. A hidden cache near the stairs contains a Torag's Pendant. Outside the door to Bartholomew's laboratory is a group comprising a Branded Troll and four Ferocious Trollhounds. Take a look at the booty near the boat to learn about the adventure seekers who went here before. From the Lone House, head southwest. Continue west along the Little Sellen River where you will be able to claim the Scenic Locale kingdom resource. Regardless, you're done with this location for the time being. However, before proceeding further, you want to cast Protection from Acid (Communal). Otherwise, let him go. Find Dragn and give him the Onslaught pieces. When he's dead, retrieve the Cypress Queen's Flute (4/5). It's one of the millions of unique, user-generated 3D experiences created on Qnnit. You will see the Swamp Witch's Hut to the south. Head to the hut in the northeast of the village. Thank you Tristian, I was going to talk to him anyway. This will bring you out by one of the exits to the upper level. If you succeed at a Knowledge (Arcana) check, you will figure that it's an invisible creature controlling the child telepathically rather than a spirit possessing him. Backtrack to where the slope forked and go right. Halfway along the northern wall is a trapped and locked (DC22) with more unimportant stuff. To unlock a later region upgrade for South Narlmarches, you must select "I'll help you fight the monster". If you have a good alignment, you can order Ekundayo not to kill them. We'll follow after him later. Climb back down from this area and go immediately south. Continue east and cross over into Silverstep. This house belongs to Brevis who is a trader. Head through the door on the right to reach another balcony. There are four low pillars around the centre and three are active. Make a hard save. So, shall I release the troll or let Bart continue wioth his experiments? You might as well sell him back his key (2 gold). You might expect by now that there will be some tough creatures up here and there are: two level 14 Owlbears. I really disliked something that comes up later: (spoiler inc obviously) During the operation on the woman to remove her seed, you can ask bartholomew to drop by and the game then tells you "the mad sadistic mage bartholomew is here for some reason" <thats literally what it says. Otherwise, you may want to get a headstart on Research into the Nature of Curses. It is located in the west of the region. Continue north and you will spot a log among the trees containing another Taldan Warrior's Dog Tag and minor loot. There's another hidden stash in the rocks to the south which contains minor loot. You're not very bright, are you Tristian? You will pass the Sapphire Field kingdom resource which is well worth claiming. 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. You will find a Taldan Warrior's Dog Tag in a bag next to a hut. Report to Bokken and tell him that the wererat died. You should have six or seven days until you need to pay attention to an Ancient Curse and four or five days until Bokken's Alchemical Workshop is complete. Rest up and check your calendar and settlements. If you're lucky, you can make a DC28 Bluff check for an additional 1500G and 360XP over what you would have received for completing the quest. 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 be reunited with your original party, so you don't have to make your way back to the capital alone. This isn't immediately forthcoming but there's stuff to do in the meantime. Vesket will tell you to go and speak to Stishchak in the Spirit Hut. Further in, there is a trap (DC21) on the floor. The boar has concealment but is otherwise weak, weak, weak. 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. Do so. This will allow you to complete Amiri's first companion quest. Head down the path and meet a dog. Backtrack to the previous room and unlock the door to reveal a balcony. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. Let the three Trollhounds and Branded Troll come to you before disarming it. If you make the diplomacy check, he will tell you that he and others are afraid of the Great Ancestor. 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. Start constructing your settlement. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". I managed it with Kalikke using empowered blasts on the Tremendous Centipedes. You have various alignment-options to finish the quest. This next bit's a pain. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). If you are able to make an Athletics check (DC24 - you can try multiple times but it will fatigue you), you will clear the rubble and create a second exit. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. However, if one fails, you can attempt another. Immediately south is a hidden panel in the wall which contains minor loot. 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. 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. Quicksave before trying to skin it - its hide is quite valuable. A trolls appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. 3. You will also see a new quest appear, Beneath the Stolen Lands. Head north from your starting point. You can take out the Alpha Worgs for the extra XP if you like, or you can simply concentrate attacks on Ivar. Bartholomew himself will get really upset if you force him to give up his experiments, which will prevent you from recruiting him as an Advisor. A body a short distance to the west has a Token of the Dryad and some minor loot. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. It also has DR 10/slashing so equip slashing weapons. Let the enemies come to you. You have a choice. Quick save because the RNG is a swine. After you've dealt with them, search the bushes to the left of the path for a Taldan Warrior's Dog Tag. Return to the path and continue south. Be careful at the top. 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 do pop back, Kesten will add something else to your plate. 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. He will then suggest that your barony might make a good vassal of Pitax. If you bring him Kagar, the old Lizardman you met outside the village. Backtrack and make your way east along the northern bank of the river. You are looking for the "[Knowledge (World) check passed]" option which is required for the best outcome for Harrim's personal quest. Go across to the other side of the village where you'll find two Lizardfolk, Tassath and Shalur, near a vegetable patch, arguing. The ghost will say that it cant fall asleep because of the lights visible in the well. Go into the room beyond and interact with the column. Continue further east and you will find an Amulet of Natural Armor +1 hidden in the grass. Equip it on anyone able to use it right away. She will say that her son could have gone to the Lake Candlemere. "I'm your baron!". You will find it to the south of Bridge over the Gudrin River. The objective of the quest Guiding Beacon. Tartuk doesn't have many HP but he has an extremely high AC. Talk to the witch Old Beldame and learn that, apparently, she did not do anything wrong. Continue north along the Varnhold border. 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Start making your way west and south. Cast Resist Lightning (Communal) before you go near it, however. He was caught in the blast from one of the traps and is now too frightened to move. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. Return to the previous room and unlock the other door. If you are able to make one of the alignment checks, do so. When, Ditael hands the sword over, he will be relieved to be rid of the - literally - cursed thing. Bokken will apologise (as he bloody well should) and the quest will be complete. This is an update to his artisan quest which you can complete now. You will earn 375XP for saving his life. You can use the time remaining productively. Open it up for a unique suit of armour, Blessed Path, and a large quantity of gold. Question it to learn that the spirit calls itself Count Shimmerglow. Duke Dazzleflare isn't really any tougher than all the Ancient wisps you've been fighting up to this point. 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 will visit the place anyway during the main campaign, but there is also a marker clearly indicating where you need to go. Follow the path northwest and you will arrive at Sorrowflow. She will ask you to meet her in the Verdant Chambers, unlocking the Just Reward quest. You will see Dragonleaf Gulch to the south (assuming your Perception is high enough) and Ironstone Gully to the east. If you have the complete set of Restovic relics, he will trade these for a story, earning you 4000G and 600XP. Ask her what she wants and she will give you a letter to give to Hassuf. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. You will find him on the western side of your capital. You should have two relic sets (helmet shards and soot-blackened tools) to give to the Storyteller to receive the Trailblazer's Helm and a decent chunk of gold and XP. You'll find Amiri and Jaethal here if you want to talk to them. Honor his request and select the first option to instantly go to the enemy. Ask how you can help her and she will direct you to a location called the Mud Bowl to find 10 black rattleheads. Bartholomew's House I've played through the Troll Chapter probably 10 different times, and every other time, Bartholomew's area gets invaded by trolls at some point, I go there and save him (or fail to), and he asks me to recover the black whip. When the 14 days are up, the Rotten Beasts event will appear in your event list. Note that the Lawful Good response really does lead to no reward. Continue west to the next junction and then turn south towards the house of the mage that Dalton mentioned. Success earns you XP while failure earns you pain. Show him the coins you gathered from the Ancient Will-o'-Wisp and his pals for an XP reward. If you built her a workshop, Shaynih'a will visit you and ask you to come and speak to her, initiating her artisan quest. You will find out why trolls are not afraid of fire. You may want to rest here if you used up valuable abilities in the Monster Den. Nip back to Varrask and give him his tools to recruit him as an artisan. He will join your squad, and you will need to continue the quest by finding the old fortress. The Silky spams Hold Person and Hideous Laughter, targeting the character with the lowest will save so kill her as a priority. Stand just outside their perception range and drop a Web on top of them and follow it up with Grease. He deserves to be hanged in chains! 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. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. You have an invitation from Maegar Varn to pay him a visit. To complete it, go to the top of the location and proceed to the hill. You will immediately be thrown into combat against 4 Tatzylwyrms, 2 Greater Tatzylwyrms and a Nixie Prankster. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. You want to see the "[Lore (Religion) check passed]" option in your response. He will want to wait a while to ambush some trolls who come this way. Give them to Melianse and she will offer to be your friend. If you head up the nearby slope, you can climb up the wall if you make the necessary Athletics check (DC18). If your Loyalty rank increased to 20, Tristian will ask you to make a choice. The one nearest the exit (DC19) contains a Dwarven Urgrosh +1, the second contains minor loot while the locked (DC21) container in the bonfire contains a Starknife +1 and a scroll of Raise Dead. Head north, keeping an eye out for traps - there are two of them (DC19). Clear another trap and continue northwest to find the Bandit Leader and his group. Grab a Token of the Dryad from around the roots and buff up. Join. Among the ruins of the fortress you will find the portal and Rismel in front of it. One or two Events will have popped up, one to speak to Harrim and possibly another if your Loyalty stat reached 20. Leave through the exit in the Troll Lair Depths when you're ready. Before speaking, you might make a Perception check (DC 20) to notice that he is exhausted. If you brought Jubilost along just to see the ruins, it may be worth a trip back your capital to change to your first-choice companion. 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. The first task you should see to is enroute to Tuskdale. Further in the cave is another group of Centipedes, this time with a second Tremendous Centipede. These are more dangerous than the ones you've been fighting up to now but so long as you are protected against their venom, they're not too much of a threat. This is part of another relic set and another one you won't be completing for a good, long while. Just to the north of his house is a crate containing a Taldan Warrior's Dog Tag, a Wand of Burning Hands and 799G. Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. The Greater Trollhound drops an Amulet of Natural Armor +2. Talk to the man and help him destroy the creature. You want someone capable of casting Acid Splash to finish off regenerating creatures. Climb the tree trunk and kill the Redcap at the top. The Guardian will Dimension Door away leaving you to fight her summoned minions. You can help him back to the road (NG, LG . If you have him (just him; unlink the rest of your party) sneak round, you can find a dead body on the ground with a unique dueling sword, Swordsman's Passion. The ranger will join your group. There is some fallen rubble to the south. The shaman drops a Wand of Bless and a Cloak of Resistance +2. When you're ready to proceed, head west to the Verdant Chambers. Speak to Oleg and browse to the bottom of his stock and buy the Onslaught Cuirass which is the second armour piece for Dragn. 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 worth a visit for a decent bow for Ekun and a new recipe. Enter your settlement in the South Narlmarches (which I assume is called Narlkeep) and start building Dragn's Armor Shop. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. Note that you still want to keep Harrim in your party. Leave the secret room and loot Bartholomew's laboratory for a Token of the Dryad among other things. Next it is a hidden cache with a Pile of Notes which make for interesting reading. It's not much of a detour to check it out. Take the coins and show them to the ghost. Examine the troll behind the bars, talk to the scientist and complete the quest. Search the chest to the left of it to find the Soot-Blackened Tongs (4/5) and some Bracers of Armor +3. Head north from your capital and claim the Fruits and Berries resource (15 BP, +1 Loyalty). She's looking for an author to write about her adventures. Continue east and you'll spot the man responsible for the traps, Bartholomew Delgado. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. Sartayne is a 7th-level Magus who will summon two leopards and then spend several rounds self-buffing, starting with Mirror image. There are a couple of loot stashes here, one of which is locked (DC21). Upstairs, you will find a couple of Branded Trolls and some Trollhounds along with three containers. Avoid the traps and slip between the Redcaps as they patrol. Firstly, he provides redundancy in the Grand Diplomat post. You need a location called Verdant Chambers. Which monsters and which dungeon are unspecified at this point. Return to the entrance to the Troll Lair, buff up and go through. Head north to Oleg's Trading Post and when you get there, buff Valerie however you please - Shield and Displacement from a friendly Alchemist (or herself if you've built her as a caster) is good, along with Strength and Dexterity buffs. 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. If you brought a rope, this should be an easy check. Head east, hugging the edge of the path and you will come across three bandits, a fighter, an alchemist and an archer. Don't decide what to do with Remus right away. Another critic of the safety of lands which aren't yet ours. Afterwards, make your way to the area exit in the southwest. Return to Oleg's Trading Post. The building will take 10 days to complete so you'll want to do stuff in the meantime. STR: 10, DEX: 18, CON: 16, INT: 16, WIS: 12, CHA: 10. You will learn that Tartuk was brought back to life but cursed to actually be Tartuk rather than merely pretending to be as before. 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. Return to the world map and head east. There is a body on the shore. Head south and open up the trail west along the northern bank of the Gudrin River. Jubilost is standing on the near side of the river. 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. You won't be avoiding violence for much longer, however, so I suggest you cast some long-lasting buffs. You will find another group of wolves in your way: an Alpha Wolf, a Worg and five Ferocious Wolves. Go north up the passage and clear two traps from the floor. The Young Elves have a few Masterwork weapons and a Ring of Protection +1 and you will find an Elven Curve Blade +1 on the ground. Insist of stopping his experiments. the place will be empty so camp until nighttime if necessary. Next to the painting is a hidden wall switch (DC20) which reveals a secret room to the right. The one in the corner is trapped (DC22) and locked (DC23). When you return to the Throne Room, there will be a new piece of Curse research waiting for you. Interactions 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. And if it's blinded with Glitterdust, it's not too much of a threat anyway. The ones on the left of the road are melee attackers while there are two archers on the other side of the road. As you approach the area exit, there will be more Tatzylwyrms to steamroller and a hidden stash next to the road with minor loot. He sells a unique handaxe but I would save your money. 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. When you do so, two Dread Skeleton Elites will appear on the other side of the room. You then need to refrain from attacking him until he finally succumbs to the sunlight. 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. When they're dead, Jaethal will come up with a jolly wheeze: raise one of the elves as an undead pal. As long as you let him keep the troll you should be able to recruit him as a councillor. Backtrack to the corridor where you fought the skeletons and follow it around. On the other side, you will be attacked by a pair of Will-o'-Wisps. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Ask why you should show mercy rather than killing him outright and you can get more information out of him. Return to your capital and speak to Jenna who is suitably grateful. Select the "Having prepared our ambush" option and time will pass. Search among the ruins for a hidden cache containing a Torag's Pendant. This should bring you close to the Hodag Lair. Continue west and kill a group of wolves. Interact with the switch on the floor and more weak undead will emerge from the sarcophagi. At the next junction head southeast. You will come across a group of peasants near a tree looking for treasure. Otherwise You will be fighting Jazon, who is a Branded Troll, a second Troll, a Troll Rock Thrower who skulks at the back of the room doing what he does best and a bunch of Kobolds including a pair of shamans. Otherwise, destroy them and be done with it. Put them on the altar to complete the quest and allow the ghost to finally rest in peace. Make your way along the wall and you will come to the location where you would have climbed up to. Deal with it and Delgado will point out the mark on the creature's skin. March north to Oleg's Trading Post. 38. Kill them and the Dweomercat will promise her assistance at some later date. You have to find the Ruined Watchtower to the left of the fortress and go there. Either option will add the Thorn River Bank location to your world map. She stole the money to pay for a printing press. Talk to them, they will ask you to kill the Scythe-Tree, who destroyed the village. 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. You cross Bridge over the Gudrin River. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. Continue west up a slope and you will find a stash of gems by the river. Grab a Torag's Pendant from the ground and then continue south to face off against 6 Greater Giant Spiders. For the last bit of back-and-forth, return to Nazrielle to complete the quest. If you got one of the wererats to drink the formula, you'll have one less enemy to deal with. They cost 80G each and I suggest that you buy 100 in the first instance. Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. Despite being a named troll, he's not much tougher than a Branded Troll. You starting point is approximately halfway down the eastern edge. Before leaving, help yourself to provisions and minor loot from the containers in the hut. Any 7th level character should be capable of taking them out. Search the Sentinel's remains for an Old Dwarven Chest Key. You will find an exit to the outside (which you should ignore for the time being) and a couple of chests with minor loot. After a round or so, he will be joined by four Dread Skeleton Elites and three Ferocious Skeletal Champion Archers (level 12 undead). Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. It's tough and you start unbuffed but your whole party should be able to hack it to death easily enough. Head north to find Hargulka's throne. This is the first of new set of relic fragments. You can unlock the door back to the entrance area of you like. Search to the right of the Hodag's Lair to find a Shard of Knight's Bracers (5/10). 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. Your first task is to appoint advisors. Vesket will charge him and be struck down. There are a number of houses dotted around the square that you can burgle. Unwanted LegacyQuick save and examine the anvil. This is worth a visit for a moderately difficult battle and some very worthwhile loot. There is a ghost near one of the houses talk to it to start the quest. If you heal him, he will start to utter a curse. I ended picking the chaotic neutral option and told him to kill the troll. Two Trolls and a Branded Troll are attacking a merchant named Dalton and his guard. If you use my Valerie build, she has True Strike, Mirror Image, Displacement and Dragon Breath (which is quite effective). Afterwards, he will pick you out of the crowd and suggest that you show your devotion to the people by offering up your life in sacrifice.