If you want a few bonus XP, interact with the portal for a Knowledge (Arcana) check (DC24). Be sure to buy the Bag of Holding in his stock - you should easily have enough gold. 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. Show him the coins you gathered from the Ancient Will-o'-Wisp and his pals for an XP reward. Just to the left of your starting point is a hidden stash with minor loot. There's an exit to the lower level in this room and you can get to the east of this level from there. They are, however, susceptible to Stinking Cloud. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. There is a loot stash on the right-hand wall near the entrance. If you come here during the day. For what it's worth, the "(Neutral)" option leads to the best outcomes. When the enemies are dead, clear the spike trap (DC25). Otherwise, destroy them and be done with it. Give this task to Tristian (Councilor). Head there and speak to the exiled lizardfolk Kagar. When it's defeated, search the various containers for an Amulet of Natural Armor +1 and minor loot. Pay attention to the +1 Economy if built next to a Longhouse or Tavern and place it accordingly. Quicksave before entering and then have Linzi sing Inspire Competence. Ignore him for the moment, because there's stuff to pick up first. When you defeat him, he will shift back to human form and you have to decide what to do with him. There is a new curse research project available, Jenna Tannerson. Agree to follow him and you will be in battle against a Branded Troll. If you heal him, he will start to utter a curse. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. Your only lead for the time being is the witch's hut in South Narlmarches which you've doubtless passed several times already. Since you helped him out earlier, he will agree on the condition that you build him a new laboratory. Ask him what he's doing and ask about the dwarven outpost. Head north to find a Dizzyhead and a Token of the Dryad along with two Giant Slugs. Travel to Old Sycamore. You can rotate the plates and select certain symbols. Go the nearby Lone House location, finish off some enemies and find Bartholomew in the upper right corner of the map. If Tartuk Hastes Hargulka, counter it with Slow (hit them with Slow regardless). If you read his letter, you know what common sense tells you anyway: there is no such thing. He will then suggest that your barony might make a good vassal of Pitax. This leads to a number of other options. Continue west and you will see Mud Bowl to the south. He'll help you later if you let him live. In the next room along is a locked chest (DC30) with the Hand of Magus Dann. It's not on your quest list, but there's something you can unlock now rather than later. You can pick up an errand, Feather Tokens, there. In a land that is currently lawless? Lone House, Bartholomew Delgado, Bridge over the Gudrin River +1 +3 dodge bonus to AC, immune to nauseated: Beastrender: Falchion: Goblin Fortress +2: . Tristian's Holy Lance ability on your best attacker is quite nice for these since they are evil. This will net you 450 XP. A hard-to-spot (DC27) and locked (DC25) chest outside the southwesternmost house contains an Amulet of Natural Armor +2. So, shall I release the troll or let Bart continue wioth his experiments? After seven days, when the problem has been solved, go to Shambling Steps to confront Nazrielle about the dodgy weapons. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). When it's clear, you can head down to the Ancient Tomb. Return to the previous room and interact with the switch on the floor. If you are unable to recruit him, you can murder him. Make a hard save. You will be attacked from front and behind by three War Wisps. There are is a trap across a doorway (DC27 to spot and remove). It locks you out of something else shortly. The area is littered with traps. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. There is also part III of 'Transmutations and Bodily Poisons' if you need it. A body a short distance to the west has a Token of the Dryad and some minor loot. Start making your way west and south. Two doors have opened in the west wall but the way back to the entrance is now sealed. Head back to the world map. There is a Ferocious Slurk to take care of. The quest will be over, and you can either leave the man alone or finish him off. Just south of them is a hidden chest with some minor loot. If you have access to something like Hold Monster, it will come in useful. Otherwise, arm yourself with the Mallet of Woe. By now the enemies you'll face will be fairly easy. Talk to him to begin this quest. Otherwise, you need to let him go, drive him off or have him killed. When the fight is over, Ekundayo will tell you that he can feel that the specific troll he is hunting is nearby. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor. After it's dead, Amiri's companion quest will complete. Cast Delay Poison (Communal) and head east, where you will find a Torag's Pendant among some rubble, and then north. Regardless of the outcome, Kargadd himself will appear to do battle. There is another chest with a potion and a bit of gold. One or two Events will have popped up, one to speak to Harrim and possibly another if your Loyalty stat reached 20. Willas arrives in your throne room demanding justice. I encountered a bug here: resting near the Dwarven Ruins does not appear to remove fatigue. Tell him what became of the people he sent to Candlemere Island and that there is nothing of value there. Ask him to be an advisor. Be careful that you don't run into them. Tristian will want to talk to you about the cultists that you may have encountered on the road. 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. Outside the door to Bartholomew's laboratory is a group comprising a Branded Troll and four Ferocious Trollhounds. The boar has concealment but is otherwise weak, weak, weak. There's a neat trick that you can do when you're camping in territory that you've annexed: you can stick your main character in the Special Roles slot and get rations for free. Backtrack to the start of the level and go back upstairs. So Shall You ReapYou need to do the curse research projects to learn the necessary information to unlock the ending. He asks you to retrieve a whip that the trolls stole. However, you should ignore it for the time being. After all, if you turned down every quest that came your way, where would you be? If you had Jazon escort you to meet Hargulka, this can end peacefully. 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. What do you know? 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. You will also start to find Dizzyhead plants. The entrance room has a sealed door to the east and a passage to the south. Hopefully, your buffs should keep you safe: it will breathe fire to little effect and miss with its other attacks due to concealment. Harrim will express his contempt for the "traitor god". Continue west where you'll find a pile of fish. Bartholomew Delgado is a character in Pathfinder: Kingmaker. You will increase loyalty by three points and get 600 XP. You will pass the Kobold Camp to your south which can give you a respectable XP reward for very little effort on your part. On your way back, stop over at the Lone House area and pay Bartholomew (who is still in his laboratory) a visit. Select "Settlements" and click on Tradegard. If Octavia isn't with you, you may need a dose of Inspire Competence. At the end of the corridor is a hidden cache with minor loot. It is located in the west of the region. Which is OK but hardly worth all that. Return to your capital and find Tristian who tells you that there is no trace of Ruthgert. Afterwards, head back north to the Murque River. The thing is that you will have to lure an evil spirit out of him and attack it. Suggest that you look for it together and Jubilost will agree to join your party. You can also recruit him as an advisor if you are able to select the "[Requires Neutral]" option. If you fail, curse and reload the save before the battle. These are the children of Kargadd, the troll that Ekundayo is sworn to kill. Cross over to the south side of the Gudrin River if you're not already there and head east. Buff up. Instead, continue west to the Overgrown Pool because there are some people who've been waiting a long time for you to fetch Feather Tokens. Don't feel obliged to rush into this. If you tell him to free the troll, Valerie will come over all Lawful Stupid. Across the road, is spot where you can climb up to a small area if you pass an Athletics Check (DC22). Loot a nearby body the a White Cog-wheel Ring, a Handaxe +1 and a Bandit's Letter which makes for interesting reading. Walkthrough Locate the wizard's house You get this quest from Dalton in Special Encounter (Dalton) which you can get after starting Troll Trouble. Give them to Melianse and she will offer to be your friend. You want to see the "[Lore (Religion) check passed]" option in your response. Go the trader nearby and buy Varrask's Tools for 50G. You will have the opportunity to add Ekundayo to your party at this point. She will say that her son could have gone to the Lake Candlemere. The dead Sentinels carry Masterwork weapons. Head to the villages entrance and tell the guard you want to talk to the leader. They're mostly low level and no threat. Go all the way back round and head back downstairs. Further along, you will fight an Ancient Will-o'-Wisp and two War Wisps. At some point, Bokken will visit to give you your first gift. Head to Narlkeep to speak Shaynih'a. Buff up before approaching, however. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. You need to hit it with cold iron weapons, both to overcome its DR and to stop it regenerating. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Examine it for various options. The creature is vulnerable to Magic Missile so if you can use that, do so. Jazon drops a suit of Hide Armor +3 while the Spark Shaman drops a Belt of Incredible Dexterity +2. Apart from the DR, he's not that tough. It's more-or-less immune to fire. There will also be people waiting to see you. If you were able to make Tartuk your vassal, you will emerge in the courtyard of what is now an established kobold settlement. Continue up the path and you will come across a ghoul standing outside a run-down cottage. When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. Search the containers by the campfire for minor loot, lots of cheese and a useful pair of Swiftfoot Boots which work well on a less mobile character like Valerie or Harrim. After your victory, talk to Bartholomew, go to his laboratory and head down. Besides the teacher, there are three Kobold Blades, an Archer and a Pupil (rogue). You can cheese the Owlbears. Head down there and you will come across a group of Bandit Raiders. Make sure you can target her quickly when she appears. Another Ancient Will-o'-Wisp will attack you. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. The Candlemere itself is located to the bottom left of the capital. He will ask you to put the coins on Erastil's altar. 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. There are two Lizardfolk Sentinels just past your starting point. There is also a merchant near the gate if you want to offload junk that you don't want to carry back to civilisation. A hidden nook in the floor contains a Torag's Pendant and scroll of Fireball. Take the trail leading east and at the next crossroads, take the southwest path. Loot the nearby crates to find a Dwarven Helm Shard (5/10) amongst other things. Hold Person will not work on Hargulka because he has Freedom of Movement but it may take Tartuk out of the fight. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". If you killed Tartuk first and are evilly aligned, you can make Hargulka your vassal (or release him) instead. 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. The entire horde will attack. Cross the river and interact with the cliff to climb up. Return to the place where you fought the trolls and kobolds and head west. You will immediately be thrown into combat against 4 Tatzylwyrms, 2 Greater Tatzylwyrms and a Nixie Prankster. Over the course of the game, this will save you from having to sit through dozens of lengthy loading screens. Bartholomew Delgado is a reclusive mage living at the Lone House. You cross Bridge over the Gudrin River. There are three loot containers, one of them trapped (DC22) containing a Wand of Prayer. Backtrack to the corridor where you fought the skeletons and follow it around. I guess it's finally time to check out Bridge Over the Gudrin River. Do not go in there yet - you'll come back later. Select Narlkeep and build Shaynih'a's Shop of Exotic Curiosities. After a couple of rounds, two Dire Venomwolves will emerge from the portal. Head to the world map and level up your party members (you should be level 5). you can make a Knowledge (Arcana) check (DC23) for a Cthulhu reference. Select "Look around carefully" for a Knowledge (Arcana) check (DC20). Search among the ruins for a hidden cache containing a Torag's Pendant. 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. A couple of days after the letter arrives for Valerie, Jaethal will demand to see you in the throne room. You will come across a group of five seriously outclassed bandits (all 3rd level). If the RNG screws you over, reload. The Lost Sister has a nasty ability called Blinding Beauty which can strike nearby allies blind if they fail a Fortitude 25 saving throw. I don't believe the choice matters. This monstrosity has 60HP and an extremely high AC (24) so make it second priority since the other creatures can't really harm you. Take her up on her offer and she will give you a Ring of Protection +2. He won't be around forever so take the opportunity to buy the Boots of Elvenkind he's selling. When they're dead, climb up and grab a suit of Leather Armor +2 and other stuff from a couple of loot caches. Do not take the Neutral Good choice - it will cost you your rope! You also have a bunch of items to sell to Storyteller in the throne room. At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. Make your way into the Ruined Watchtower itself. After his turn, Ruthgert, the "First Faithful", will address the gathered throng. Take a look at the booty near the boat to learn about the adventure seekers who went here before. After it's cleared, buff up. You then need to refrain from attacking him until he finally succumbs to the sunlight. pathfinder: kingmaker bartholomew release troll. There's minor loot to be picked up. They drop Masterwork longswords. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. But which ones? Leave them to it but kill the Trollhound with acid yourself because it regenerates. [4] Announced through a Kickstarter campaign in 2017, the game was released for Microsoft Windows, macOS, and Linux on 25 September 2018. 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. Be careful when you reach the stairs because there is a trap (DC21) at the bottom. He tried to curse you! There is another group of Dire Boars further down - this is one dangerous village! Your call. They are still hostile to you, however. Any 7th level character should be capable of taking them out. Search a nearby body for some minor loot and a Greatclub +2. Deal with it and Delgado will point out the mark on the creature's skin. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. There is also a hidden compartment on the wall with some minor loot. You'll have a number of choices to proceed. But that's a long time in a game where time is a resource. Mirror Image or Displacement can help greatly here. r/Pathfinder_Kingmaker Hello, crusaders! Have your party stand on the sunlit area, unlink Dog and have him go through the door to cause Karga and Agadd to appear. This is why a separate savegame is advised. After you kill it, you can unlock a chest (DC28) containing a Noble Warhammer which is a +3 weapon. After that little exchange, exhaust her conversation options. Grab a diamond from his remains. Head north a short distance. 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. He tells you that the Great Ancestor instructed them to eat their own eggs. For the time being, don't go out of your way to claim resources, but if you're passing and have the BP, you may as well. Head south and you will come to slope you can climb down (Mobility DC21). Go in there both to rest and to buy the Onslaught Gauntlets for Dragn. You will want to grab the Demolisher heavy pick and someone who can wield it. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. When you were last here, you were too low-level to tackle this place but it should be manageable now. If you killed the leader you will be able to loot his magic weapons, armour and gear. If your Loyalty rank increased to 20, Tristian will ask you to make a choice. Before speaking, you might make a Perception check (DC 20) to notice that he is exhausted. 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. There's a log nearby to cross the ravine (Mobility DC19) which saves some backtracking. There is another floor puzzle in this room which you can simply make a note of for the time being. They're mostly weak apart from the leader who is 7th level. Make your way back south. You will have an alignment option when responding to him. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. You are going to pick up a new companion shortly. It will be called Troll Lair afterwards. Look for another way out you can climb the wall to the right of the tree, but only if you pass the athletics test. When you're ready to proceed, head west to the Verdant Chambers. Together with the clue from the bas relief ("using several natural elements"), you are supposed to figure out that you have to target the other pillars with cantrips: Doing so will open up a secret room behind. There are two ways to do this: speak to Aysel and follow the "Let's talk about this hunter" thread to receive a Diplomacy 19 check to have Aysel add Silverstep Grove to your map. You will find an exit to the outside (which you should ignore for the time being) and a couple of chests with minor loot. You have business there, so pay it a visit. and speak to Bokken. Continue west along the Little Sellen River where you will be able to claim the Scenic Locale kingdom resource. If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. Return to where you found Nyta's body and put the Old Wedding Ring on her body for a small XP reward. Let her tell her story and you will earn 600XP and gain a new artisan. One of the doors upstairs is locked (DC17). You will see the Ancient Mine just to your north. Make your way down the map to the village gate. Just to the south of it is a hidden cache containing an Ancient Rostlandic Coin. Go north up the passage and clear two traps from the floor. It's one of the millions of unique, user-generated 3D experiences created on Qnnit. Immediately south is a hidden panel in the wall which contains minor loot. Go to Shaynih'a and tell her what Storyteller said about about her Spear Fragment to conclude her quest. Head further up the slope and you will meet a (sort-of) friendly Troll named Jazon. You'll find the body of the boar lying on the ground just to the north of the area where the Moon Radishes grow. Return to the Old Beldame and give her the plants and berries that you've gathered for a reward. The locked chest outside the house near the bottom left corner contains the Grilled Silver Eel recipe along with some silver eels. There are three rooms to the side. You can then visit him after Season of Bloom, and he will have reset again. There is a trap at the bottom of the nearby stairs so don't go down there at this time. You learned everything you could about trolls.Their lair is located at the Dwarven Ruins location. Failing all else, you can seek out Anoriel in the tavern and respec your main character. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. When you're travelling the world map, you might bump into this guy. Before going into the village, you can explore the area. They will spend the first round buffing themselves so hit them with Stinking Cloud and see why it is so highly rated. Return to the world map and make your way southeast from the Ruined Watchtower. Since they come from all sides, the archers can really catch you on the hop. Use a Stinking Cloud on them if you have one to spare. Don't rush into the eastern corridor because there are two traps just past the doorway. Search a crate by the side of the house to find an Ancient Rostlandic Coin. If you haven't yet levelled up your Treasurer, you should do so. A Score to Settle You have to find the Ruined Watchtower to the left of the fortress and go there. They have four attacks and DR 10/magic but they're manageable. Finally, discover an animal path near the northern exit. At the fork continue east. They aren't hostile so you can't get the drop on them. Hopefully, you can charge them down before he causes you too much trouble. Leave the secret room and loot Bartholomew's laboratory for a Token of the Dryad among other things. Bartholomew is involved in the quests Troll Trouble and The Nature of the Beast during which his house is attacked by trolls and trollhounds. There are enemies in the courtyard below which Ekundayo can take care of. She stole the money to pay for a printing press. Speak to him again and he will buy the coins, tokens and dog tags that you've picked up. This brings you out by the Troll Clearing. Elsewhere, you may encounter Stefano Moskoni and his bodyguards being attacked by two Trolls and two Branded Trolls. When they're dead, search the ground nearby for another Melted Shard of a Ring (4/13). For the best outcome to Jaethal's character arc, allow the elf girl to die. There are three Trollhounds in the first room which serve as a good demonstration of the power of the Devourer of Metal. Try visiting his house before he was in danger (Maybe that would solve it). so that you can claim the Refugee Camp. Give Bokken the books you've found to update his quest. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. After killing it, go back and report on completing your task. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. Buff up mildly. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. Remember to disengage Defensive Fighting - Valerie will need 20s to hit otherwise. Enter your settlement in the South Narlmarches (which I assume is called Narlkeep) and start building Dragn's Armor Shop. Say that you're surprised to see a trader here and you will be able to try to Intimidate him (DC25). Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). 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. Kallike has a crossbow but don't equip it otherwise she won't be able to use Kinetic Blade or Gather Power. She's looking for an author to write about her adventures. There are enemies visible to your right: two Trolls and two Trollhounds. Do not cross yet. If Harrim and Jubilost are not part of your current party, you may want to return to your capital to fetch them because they have quests that intersect with places that we are going to go to. Duke Dazzleflare isn't really any tougher than all the Ancient wisps you've been fighting up to this point. I let Octavia boss me around and prevented further experiments. You can now unlock the large doors. You may want to buy the Trapspringer's Gloves from Hassuf first. Before you cross over into the Dire Narlmarches, you'll probably want to rest. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. Before going in, you'll want to rest, however. 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. Leave the town and enter kingdom management. Head west from your starting point where you will find a bunch of kobolds trashing a camp. They depict the creation of a phylactery for a lich and the lich slaughtering innocents. You will also want the Cold Iron Dagger.