pathfinder: kingmaker bartholomew release troll

Go back downstairs and speak to Tevi and give him something to do. Annexing the Kamelands is also required to unlock Tristian's companion quest. Besides the XP, there's not a lot of point. Cross over into your barony and check that there's nothing requiring your urgent attention. This is the first of new set of relic fragments. Erm, no. Select "Bokken's Alchemical Shop" and drop it somewhere on the grid. Head into the cave. It also has DR 10/slashing so equip slashing weapons. Search the back wall for a locked panel (DC21) containing a Frost Greatsword. You will pass the Abandoned Laboratory, a future kingdom resource to the northwest. 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Return to your capital because you want to make Jubilost your Treasurer, since you've probably had an empty advisor slot up to this point. The Wererat Lair location is added to your map. Jhod tells you that Remus (the mad guy who told you where Tartuccio was in the first act) has been spreading fear among the people. It's not much of a detour to check it out. Books. This is not a particularly wise choice and will cost you the services of Ekundayo. At the top, go left and defeat a pair of Gargoyles. Use Glitterdust and Hideous Laughter to disable the trolls and kill them with maximum speed because Bartholomew isn't exactly tough. Head to the world map and make your way to Silverstep Grove. Grab a Torag's Pendant from a cache and continue along the wall. You will want to grab the Demolisher heavy pick and someone who can wield it. Do not lay flowers next to the body either. There's also a hidden cache in the corner with a Token of the Dryad. Loot the enemies and grab some gold and gems from some nearby dead bodies. Either way, you will be able to secure the Iron Mine kingdom resource. Among the dead bodies and other carrion is a Dying Dwarf. What you are looking for is a Lizardfolk Village it is also highlighted by a unique marker (to the left of the lake). Trollreaper is the first magical Greataxe you've found. Make a hard save at the entrance in case you get stuck. Bartholomew Delgado is a reclusive mage living at the Lone House. I think the trolls are overpowered in your case (or may be Bartholomew died because of AOE damage from your attacks/spells). When there are sixteen days remaining on the curse timeline, you will receive an event, "Troll Invasion". If Octavia isn't with you, you may need a dose of Inspire Competence. Dpeak to Fashor who's standing by the animal pen. You'll find Amiri and Jaethal here if you want to talk to them. Unwanted LegacyInteract with the statue and Harrim will wax philosophical. After that little exchange, exhaust her conversation options. Head across to the other side of the square and look for Nazrielle. Search the campsite and you will find a rope and a crowbar among other minor loot. Do not sell this weapon - it can penetrate adamantine DR which is a very valuable property. In fact, you have 13 days and 8 hours left because when the timer reaches 14 days, stuff will start happening. Cast Stinking Cloud on top of the enemies. The Guardian will Dimension Door away leaving you to fight her summoned minions. If you search around the nearby houses, you will find a couple more loot containers. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. Back in the previous room, there is a nook in the far wall with a Torag's Pendant and some scrolls. Go inside the hut and speak to the child, Tig. Head north out of the village and take care of some Dire Boars on your left. When you get there, make a note of the Overgrown Pool location a short distance to the east. If you built her a workshop, Shaynih'a will visit you and ask you to come and speak to her, initiating her artisan quest. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. Fight your way through a group of four War Wisps. You have a number of ways to respond. Return to Lake Silverstep Village (you don't need to go in if you don't want to) and you will be able to cross Lake Silverstep. If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. The Lawful response here is the best. This is an update to his artisan quest which you can complete now. Head east and continue east past the Lonely Barrow. This is a quest item and there are three of them in the immediate vicinity. If you come back later, there will be three Dire Boars here. 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. Let her tell her story and you will earn 600XP and gain a new artisan. Further along, you will fight an Ancient Will-o'-Wisp and two War Wisps. He wants to go back to the road but is afraid of traps. You will have a choice as to what to do with the press. 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. At the next junction head southeast. Backtrack to the corridor where you fought the skeletons and follow it around. Question it to learn that the spirit calls itself Count Shimmerglow. There's a stash of gold up here as well. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. Further in the cave is another group of Centipedes, this time with a second Tremendous Centipede. Afterwards, you can grab some minor loot from the container. When you win, you get to make a choice. Select "Search for traces of the campers" for a Perception check (DC20) to hear screams from the east. Return to the world map and head east. 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. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. Continue west and then north. Tell her that you know what happened to the village and you will be able to choose a version of events. When you reduce his HP to 0, you will unlock the Fire. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. If you go south and east, you will come across another group of bandits. Try visiting his house before he was in danger (Maybe that would solve it). You can pick up this quest after you visit Bartholomew during the Nature of the Beast quest. By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. If you don't, he will help you later. Loot their bodies to find a silver thingy and begin the quest. If you can't open it. Approach the cells to meet the unlucky troll. Take a look at the booty near the boat to learn about the adventure seekers who went here before. So not terribly useful. Do not go in there yet - you'll come back later. As you approach the house, you will find summoned Giant Spiders fighting trolls, handily serving as a distraction while you murder them. The Tremendous Centipede is weak compared to the monster beneath Old Sycamore. The Lost Sister has a nasty ability called Blinding Beauty which can strike nearby allies blind if they fail a Fortitude 25 saving throw. You can continue waiting if you like, but nothing will happen. The entire horde will attack. After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. If you passed a diplomacy check when speaking to Ezvanki during your ennoblement ceremony, 'Ezvanki's Offer' is a no-brainer. Don't feel obliged to rush into this. You will earn 375XP for saving his life. You will see Dragonleaf Gulch to the south (assuming your Perception is high enough) and Ironstone Gully to the east. This quest takes some time to play out, so you can get it underway before doing other stuff. You will see the Swamp Witch's Hut to the south. Quicksave so that you can try again if you don't see it within a reasonable time frame. Give Bokken the books you've found to update his quest. When they're dead, loot their bodies for Masterwork shortswords. Head up the stairs and kill the two Redcaps. Ask whether he's interested in operating exclusively within your barony and you will be able to make a reasonably straightforward Diplomacy / Intimidate check to get him to agree (assuming the ruddy RNG doesn't roll a 2). The entrance room has a sealed door to the east and a passage to the south. They're mostly low level and no threat. If your main character is a Paladin, you're in luck. Bartholomew will join you at this point with information about the trolls' protection. The locked chest outside the house near the bottom left corner contains the Grilled Silver Eel recipe along with some silver eels. Make your way around the dungeon to the puzzle room in the northwest and set the floor mechanism so that the fish rune is showing. Ask who they are and, if you don't have any yet, you can ask Tiressia for five feather tokens for Melianse. I'm inclined towards the Chaotic Neutral response. You are going to pick up a new companion shortly. Do not worry about it for the time being. When you return to the throne room, Kesten Garess will tell you of Troll sightings in the Narlmarches and suggests that you investigate the rumours yourself. If not, cast Expeditious Retreat (if you can), drink a potion of Invisibility and head up the stairs by the Manticore. You then need to refrain from attacking him until he finally succumbs to the sunlight. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. Continue west and you will see Mud Bowl to the south. When you return to the road, bring Amiri with you because we can do her companion quest. Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. Try and make the Diplomacy check because it's worth a substantial 720XP. Now that you have all three Cog-wheel Rings, interact with the statue of Torag. You will encounter some Trolls and Kobolds that were waiting to ambush you had you gone through the gate. Don't attack him. Interact with it and you can detect magic and gain some XP if you succeed at a will check. Go into the room beyond and interact with the column. If you want a shortcut down, take the broken steps (Mobility 19) for a few XP. There are a couple of things to do while you're here. You must go there alone! Ekun should concentrate on killing the Nereid from a distance that leaves him unaffected by her aura. Continue north and you will bump into two Kobold Sentinels. You starting point is approximately halfway down the eastern edge. One of the doors upstairs is locked (DC17). All lead to Hargulka setting his minions on you and leaving so you may as well try the Intimidate option to get a few XP out of the confrontation. Head immediately north and examine the body by the wall to update your journal. Sounds like a quest! This brings you out by the Troll Clearing. The check is made by your main character, so choose whichever one is most likely to succeed. For what it's worth, the "(Neutral)" option leads to the best outcomes. 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. You cross Bridge over the Gudrin River. Head to the tavern and you will find Jenna standing just to the left of the bar. Do not cross yet. There's minor loot to be picked up. You will learn that the creature is manipulating the Lizardfolk to feed off their fear, shame and misery. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. If your party is fatigued, you can choose to rest here since the encounters elsewhere in the area are brutal. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Search their knapsack to find a Bastard Sword +1. Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation. Sense Vitals is useful on anyone who can cast it. Outside in the square, a new merchant named Enneo the Travelling Merchant has set up shop. There is also one group of bandits who help distract the trolls. You can try the Dexterity check but ringing the bell has the same effect with no chance of failure. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. The Greater Trollhound drops an Amulet of Natural Armor +2. Or lie. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. Designed for use with the rules in the Pathfinder Beginner Box and the perfect bridge to the exciting options of the full Pathfinder Core Rulebook, these adventures take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home! Keep going and you will reach the village proper. One contains a suit of Chainmail +2 while the other contains minor loot. Return to Shaynih'a and tell her how Hassuf responded. This will give Valerie a decent attack boost which she will need against his 29 AC. He will hint that he can make something truly amazing if only he could get his hands all three volumes of 'Of Transmutations and Bodily Poisons', initiating his artisan's quest. Being able to recruit Bartholomew as an advisor later brings two benefits. Otherwise, arm yourself with the Mallet of Woe. Note that if you do not order him to stop, you may be able to recruit him as an advisor later. Quick save because the RNG is a swine. If you have upgraded Tuskdale to a town, you can construct a Printing House for free. 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. Not yet you're not. Take her up on her offer and she will give you a Ring of Protection +2. This is manageable at 5th level, although not terribly rewarding. You want Resist Fire (Communal) on your party. There are a number of houses dotted around the square that you can burgle. Avoid the traps and slip between the Redcaps as they patrol. 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. Inside the room, you'll find an Emerald in a locked chest (DC26) which you should hold onto if you don't already have one. It means that Jenna slandered her. One of the chests is a Mimic. She's looking for an author to write about her adventures. The only characters not affected are Amiri, Valerie, Dog and a female main character. There are a number of ways to even the odds. The loot container in the corner holds an Ancient Cyclops Coin. Once across, head west and follow the trail as it loops to find the Kobold Trail. Failing all else, you can seek out Anoriel in the tavern and respec your main character. You can rotate the plates and select certain symbols. Initially, only the Young Hydra is in aggro range. You will summon the Water Elementals to help which will keep the creature occupied while Kanerah gets into position to destroy the creature with her fire blasts. Make your way down the map to the village gate. The ghost will say that it cant fall asleep because of the lights visible in the well. You don't want to set them off, but just in case Do not attempt to clear the traps because you will aggro the Recaps. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. You won't be avoiding violence for much longer, however, so I suggest you cast some long-lasting buffs. 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. Sometimes being a goody-two-shoes doesn't pay off. Make a note of this location because you will be back here much, much later. Three more are in the previous room. The biggest threat is a level 7 Transmuter who will Haste his allies and then Slow you. Initially it takes the form of an illustrated book episode. Make a hard save. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. These are nothing to worry about but you will probably aggro two Branded Trolls and a regular Troll at the same time. Head east from the Silverstep Grove. Ignore the entrance to the Troll Lair for the moment and follow the wall around. You can loot a large quantity of chocolate, honey and sweet syrup from the various containers. Pay attention to the Sniper at the back of the group because it is somewhat dangerous. She will suggest that you ask the boy's mother instead. Upstairs, you will find a couple of Branded Trolls and some Trollhounds along with three containers. You have to kite Kargadd into the area with sunlight. Leave the secret room and loot Bartholomew's laboratory for a Token of the Dryad among other things. Just to the north of his house is a crate containing a Taldan Warrior's Dog Tag, a Wand of Burning Hands and 799G. Otherwise, level up another advisor. If you're protected by Remove Fear, that doesn't do anything. Head west from your starting point where you will find a bunch of kobolds trashing a camp. He will want to wait a while to ambush some trolls who come this way. There's a Troll and a Trollhound who need to be killed. You will see an Alpha Wolf and a Dire Wolf to your left. STR: 16, DEX: 20, CON: 14, INT: 10, WIS: 13, CHA: 10. So Shall You ReapDon't pursue the fleeing cultists. You might as well sell him back his key (2 gold). Continue east to an abandoned hut. Enter your settlement in the South Narlmarches (which I assume is called Narlkeep) and start building Dragn's Armor Shop. If you ask about the goddess, you can make a Diplomacy (DC25) check to talk some sense into him which is the ideal outcome. Inspire Competence is useful too. Otherwise, destroy them and be done with it. A sack in the top right corner contains the final Dwarven Helm Shard (10/10). There's a trap at the end. When it's defeated, search the various containers for an Amulet of Natural Armor +1 and minor loot. There are three Branded Trolls just inside the doors that you need to fight your way through. Halfway along the northern wall is a trapped and locked (DC22) with more unimportant stuff. If you want a bit more treasure, head over to the northeast corner where you will find an Alpha Wolf and a trio of Ferocious Wolves. Buff up before approaching the rift in the centre. Start making your way west and south. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. Click on the cart to start an storybook sequence. Dimwit will be one of the trolls attacking Bartholomew if the player didn't order him to be killed earlier. Bartholomew Delgado is a character in Pathfinder: Kingmaker. Take out the Alchemist with Ekun and send surviving melee characters (such as Dog) after the archers. You can also start a project. You will have the opportunity to add Ekundayo to your party at this point. If you have Nazrielle's Cursed Sword, pay a quick visit to your settlement to give it to her. Just to the south of it is a hidden cache containing an Ancient Rostlandic Coin. Bring up the map and you will see a building labelled as "Sartayne's house". Kalikke will note the ruined tower and point out the boss of the area. When you get the Lone House, you will find trolls. 5. Go to the place where trolls lair is located, enter the fortress and turn left from the first room to find the one who killed Ekundayos family. Ask about Trobold and you can question him about Tartuk and Hargulka. And it might be worth a trip back regardless to acquire a new quest. Head down there and you will come across a group of Bandit Raiders. Agree to let the guards escort you to Varnhold. If you succeed, you have a number of ways to deal with him. Initially, you will be fighting six Giant Spiders. Follow Tristian out to the Capital Square. When they're dead, you can find a Taldan Warrior's Dog Tag among the rocks to the right. Manipulate the floor puzzle so that the lightning rune is showing. Continue west along the Little Sellen River where you will be able to claim the Scenic Locale kingdom resource. If you recruited Nazrielle, her apprentice, Sartayne, will appear to offer an apology. At the next junction, you will be able to claim another resource, Ancient River Bed. Back in the throne room, Kassil may have news of Jamandi's response to the way you (mis)handled Oleg's tax issues. Harrim will express his contempt for the "traitor god". Return to the world map and head southwest from Old Sycamore and enter the Thorn River Bank location. Return to where you were previously and continue north. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. It is also stalked by four Venomhodags which are moderately nasty creatures. This encounter will give you the name of the troll leader, Hargulka. If you make a World (Knowledge) check (DC23), you'll gain a few XP. Give Tiger (the cat) to Ekun to boost his Lore (Nature) and have Linzi use Inspire Competence. To the bottom left of your capital is the Lake Candlemere there is also a small island with a tower in the middle of it. Espaol - Latinoamrica (Spanish - Latin America). Willas arrives in your throne room demanding justice. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. You will also find a Taldan Warrior's Dog Tag in another container and minor loot in a third. The two containers near the doorway you came through hold minor loot. Ignore the imposing statue of Torag for the moment but grab some minor loot from a container next and read the Worn Parchment for some hints for a puzzle. Buff Amiri up and head along the path a little. 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. If you speak to Tartuk you can learn a great deal about the kobolds. You can take out the Alpha Worgs for the extra XP if you like, or you can simply concentrate attacks on Ivar. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. Loot the remains and you will find a Coin with Callitropsia's Name and two Coins with Wilber's Name. Use a Stinking Cloud on them if you have one to spare. You will see the Ancient Mine just to your north. If you stand in the location shown, you will avoid it. Alternatively, you can start following clues from Ivar's house. Head back to Bartholomew for a chat. Attempt to solve the puzzles using the rings and Harrim will show you how it's done. Buff up and head down to meet the trolls. Make your way to the southeast corner where you will find the Scythe Tree waiting. Ask how you can help her and she will direct you to a location called the Mud Bowl to find 10 black rattleheads. 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. After you've made your decision, you will figure out that Enneo is probably behind this whole charade. Your email address will not be published. While you're here, grab the stash of minor loot from nearby. Ask him to be an advisor. Question him and you will learn he is the Wilber named on the coins and that they are a curse. Drop a Stinking Cloud - it disables the War Wisps quite nicely. Examine the statue (DC20) for an XP reward. He'll help you later if you let him live. However, not all of them may best suit your realm and leader. You will find him on the western side of your capital. You will want to make the Intimidate (DC23) check here. All five will hit you with sneak attacks so be prepared to take some damage. To the right of the tree is a location where you can climb the wall if you can make the DC22 Athletics check.