Follow the dog until you find a man called Ekundayo. Just south of the bandits is a log containing minor loot. Here is a secret: On the upper level, you can find two plates with images of the Sun and the Moon. There's locked door on the left of the room. This is not essential but it moves the quest along organically. At the next junction, you will be able to claim another resource, Ancient River Bed. It costs 400BP (or equivalently 32,000G) and an additional 50BP to build a settlement. He was caught in the blast from one of the traps and is now too frightened to move. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. By the way, do not forget to add the nearest region to your kingdom. Afterwards, you can grab some minor loot from the container. You will find a Falcata +1 inside. After some chit-chat, the battle against the Gargoyle-like Treant will start. Search the ground a short distance ahead for some gold, gems and the Chaos Shard dagger. 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. Doing so will allow you to summon their assistance later. Two Trolls and a Branded Troll are attacking a merchant named Dalton and his guard. There's a key elsewhere on the level but you may be able to pick the DC22 lock anyway. Agree to look for the boy to receive Loyalty +1. 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. There are two traps just beyond (DC22 and 25), one immediately in front of the other. It is located in the west of the region. There's a chest with some minor loot. Continue west to the next junction and then turn south towards the house of the mage that Dalton mentioned. 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. Among the dead bodies and other carrion is a Dying Dwarf. You should take the opportunity to level up one of your advisors (whoever is free). Continue west where you'll find a pile of fish. Head to the world map and make your way to Silverstep Grove. Run down to see a large group of kobolds attacking a handful of gnomes. 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. Don't ignore these altogether because they will get more difficult each time and corrode your barony's stability. Heal him rather than finishing him off. Head a short distance up the slope and Jubilost will announce that this is the place he was searching for, giving you 1800G. This will net you 450 XP. Interact with the switch on the floor and more weak undead will emerge from the sarcophagi. 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. Ask how you can help her and she will direct you to a location called the Mud Bowl to find 10 black rattleheads. Maybe. Continue west and west again at the next junction and eventually you will arrive at the Dwarven Ruins. Otherwise, level up another advisor. See here for the complete list of tasks and their rewards. If you can't open it. You will probably aggro the large group outside the house at the same time. The two bodies in front of the tree only have minor loot. They cost 80G each and I suggest that you buy 100 in the first instance. There is some fallen rubble to the south. But which ones? 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. Eliminate the Trollhounds as a priority because their bites can cause disease. Head into the cave. Arresting him is somehow Lawful Evil. I'm inclined towards the Chaotic Neutral response. This is an optional dungeon that gradually opens up as the game progresses. The tempting thing to do is kill Sinnet - he really asks for it. The shaman drops a Wand of Bless and a Cloak of Resistance +2. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. To the bottom left of your fortress, there is a special mark shaped like a house Swamp Witchs Hut. 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. Outside the door to Bartholomew's laboratory is a group comprising a Branded Troll and four Ferocious Trollhounds. If you passed a diplomacy check when speaking to Ezvanki during your ennoblement ceremony, 'Ezvanki's Offer' is a no-brainer. This is not a particularly wise choice and will cost you the services of Ekundayo. Have Ekun cast Aspect of the Falcon and Sense Vitals. Continue further east where you will be attacked by six Giant Poisonous Frogs. If Octavia isn't with you, you may need a dose of Inspire Competence. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. When you enter the area, you will hear someone named Waine calling out for help. If it proves too difficult, there's no shame in coming back later since there is nothing essential here. Grab a Torag's Pendant from a cache and continue along the wall. Give him his whip for 1500G. The woman claims that the witch from Narlmaches is to blame. Either way you get a story. Fight your way through a group of four War Wisps. The Troll 1 continues attacking Anton, but Troll 2 turns his attention to Ekun who is weilding the acid infused greatAxe. 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. 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. And if it's blinded with Glitterdust, it's not too much of a threat anyway. You will see Dragonleaf Gulch to the south (assuming your Perception is high enough) and Ironstone Gully to the east. Finally, discover an animal path near the northern exit. If you go into the kingdom management interface, you may see a new event called Tenebrous Depths. you will be able to acquire the key later. Follow the path south until you see a dog beckoning you to follow it. An adult troll weighs around 1,000 pounds. Continue south and clear a pair of traps (DC23 and DC21) from outside the double doors leading west. You have a number of ways to respond. It's not much of a detour to check it out. Pack plenty of provisions. You simply need to return to his house and offer him a place at your court after finishing the main quest. Ekun's leads aren't very good so far. Return to Tuskdale and give Hassuf the letter. The group nearest you comprises a Troll Rock Thrower and two Kobold Snipers. Assign an advisor to it right away and wait one day for it to complete. Failing all else, you can seek out Anoriel in the tavern and respec your main character. Return to the path and head northwest to the river. If you recruited Nazrielle, her apprentice, Sartayne, will appear to offer an apology. You will climb down to a deserted campsite. There's another hidden chest here with a Heavy Shield +1. just go to his laboratory and try to convince him, lots of options available. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. Assuming you've annexed the Kamelands, you will want to visit your new settlement there to recruit artisans. Before going into the village, you can explore the area. 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. Help them get the better of their attackers. Head upstairs and speak to both Kanerah and Kalikke to find out more about them. You can pick up an errand, Feather Tokens, there. I suggest that you built it on the river as close as possible to Tuskdale. Not scrolls. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. Note that you cannot go further east for the time being. Go inside the hut and speak to the child, Tig. Continue round to a fallen tree leaning against the wall. You are pretty much home and dry. bite vs Anton: 1d20 + 15 (1) + 15 = 16 claw vs Anton: 1d20 + 15 (16) + 15 = 31 Continue southeast from the Kobold Camp. Tell him that you are hunting trolls as well and he will mark three locations on your map: Dwarven Ruins, Kobold Trail and Troll Clearing. This basically tells you when you need to pay attention to the place. This is the self-appointed "Voice of the Dragon". Sounds like a quest! She will now open up - in more ways than one since she will now buy and sell and you probably have plenty of loot to offload. Continue west a short distance where you will come across a fallen tree that you can climb down (Mobility DC17). Your first task is to appoint advisors. This is part of another relic set and another one you won't be completing for a good, long while. You will find a cache with a Dwarven Helm Shard (1/10). When you return to the Throne Room, there will be a new piece of Curse research waiting for you. He's fine with a few stragglers, or a helpless prisoner, but . This isn't immediately forthcoming but there's stuff to do in the meantime. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. These are fairly powerful creatures with 102HP and a nasty acid spit attack. [SPOILER] So, Bartholomew Delgado : r/Pathfinder_Kingmaker - reddit Return to where you found Nyta's body and put the Old Wedding Ring on her body for a small XP reward. There's a crate filled with minor loot close to the area exit. Your envoy will give you a summary of the current state of your barony. The thing is that you will have to lure an evil spirit out of him and attack it. You can question the girl and ask her about the "wanderer" who warned them that Jaethal was after them. Exhaust his conversation options and, if you like, sell anything weighing you down to the merchant. The area is littered with traps. Grab a Token of the Dryad from around the roots and buff up. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. You will come across a group of five seriously outclassed bandits (all 3rd level). I strongly recommend going for Loyalty 3 first because annexing Kamelands makes Silverstep available for annexing as well. Follow Tristian out to the Capital Square. Afterwards, check out the merchants in the square. 80. r/Pathfinder_Kingmaker. Or you can simply kill them, which is what you'll have to do anyway if you fail the checks. Return to your capital and go to the Capital Square. Start making your way back east, keeping an eye out for traps all the while. Back down the steps is the entrance to the keep. You might as well sell him back his key (2 gold). 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. Your call. You will pass the Lonely Barrow to your south. Immediately south is a hidden panel in the wall which contains minor loot. Return to the throne room and look for someone named "Storyteller" in the bottom left corner of the room. Use a Stinking Cloud on them if you have one to spare. 38. A short distance past this is another War Wisp encounter. You can loot Giant Spider Legs if you like; they're a cooking ingredient and quite valuable. Let the three Trollhounds and Branded Troll come to you before disarming it. Quicksave so that you can try again if you don't see it within a reasonable time frame. You will be attacked by three stealthed Ferocious Worgs and a Greater Werewolf. If your Loyalty rank increased to 20, Tristian will ask you to make a choice. Return to where you were previously and continue north. Head south and you will come to slope you can climb down (Mobility DC21). Head back to the world map. You're at a reasonable advantage with these guys. After killing them, look for a concealed log containing some gems. There's some worthwhile loot there if you want to grab it. If you are able to, building a Bulletin Board (Lawful alignment only) is also a good idea. This initiates the Troll Trouble quest. Head to the villages entrance and tell the guard you want to talk to the leader. You may want to rest before tackling the Troll Lair Depths. There is another container in the room with a Torag's Pendant and minor loot. Be on the lookout for a trap on the ground ahead. There is a building in the north of the area that requires a key so ignore it for the time being. Head east, hugging the edge of the path and you will come across three bandits, a fighter, an alchemist and an archer. Head southeast from the dead Troll. Talk to him to begin this quest. He seems very excited about the formula he's discovered. Cross back into Kamelands where you will pass Bald Stones to the north. Dimwit continues to attack Bartholomew, ignoring everything else. After killing the annoying creatures, grab some minor loot from a cache and then examine the body of Nyta on the ground. Order it to release the child and Shimmerglow will agree. Further north is a named troll, Nagrundi, accompanied by a Trollhound. These are the children of Kargadd, the troll that Ekundayo is sworn to kill. Continue north and you will pass Wolf Lair to the west. This house belongs to Brevis who is a trader. Find Dragn and give him the Onslaught pieces. 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'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. Clear the DC 22 trap from the floor before you accidentally set it off. There is another floor puzzle in this room which you can simply make a note of for the time being. 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. When he succumbs to the sunlight, you will unlock the Know Their Weaknesses trophy. Go a short distance southeast for more wisp-on-wisp action (an Ancient and two War Wisps). Ask him what he's doing and ask about the dwarven outpost. Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation. 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. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). F-2. Lone House (Troll Invasion) - Pathfinder: Kingmaker - GameFAQs When they're dead, search the top left corner for a locked chest (DC15) containing a Dwarven Helm Shard (3/10) and a couple of scrolls. Now that Troll Trouble has begun, this place has become a lot more interesting. Quick save because the RNG is a swine. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. 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. And it might be worth a trip back regardless to acquire a new quest. When they're dead, pick up the one, special Fish from the Silverstep Lake from among all the others lying on the shore. If you have a good alignment, you can order Ekundayo not to kill them. Grab Jaethal's Old Dagger and make sure that Jaethal is in your party. Unwanted LegacyWhen you've killed the two trolls that Hargulka leaves behind, quick save and examine the nearby statue of Torag. It seems that the merchant Enneo has a dagger that belonged to her. After that little exchange, exhaust her conversation options. You will have to wait a while for the quest to update. Before asking about the fire-resistant trolls, ask what he is selling. 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. He drops a unique dagger, Arcane Protector, a Cloak of Resistance +2 and a Headband of Vast Intellect +4. You will spot the Lonely Barrow to your east, but this is a bit high level for you now. The entire horde will attack. The best option seems to be the Neutral Evil one which gains you 4500G. Head across to Shaynih'a and she will give you a Spear Fragment to show to Storyteller back in your capital. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. Backtrack to the main road and start cautiously making your way south. From the junction, head northeast to cross over into Varnhold and continue northeast to cross the Crooked River. If you succeed, you have a number of ways to deal with him. Return to the main path and continue south. However, this benefits you not at all so I suggest you keep it. Thank you Tristian, I was going to talk to him anyway. This will take you out of the sequence and give you another chance to quick-save. Once you get back to Tuskdale, seek Valerie out and ask about her wound to close this quest off. 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. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. When you do so, two Dread Skeleton Elites will appear on the other side of the room. Go back inside for an easy battle against a Kobold Sentinel and two Trollhounds. Examine it for various options. You have a choice. Go there to confront the fool. 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. Bartholomew will join you at this point with information about the trolls' protection. 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. Black Whip - Pathfinder: Kingmaker Wiki If you read his letter, you know what common sense tells you anyway: there is no such thing. This brings you out by the Troll Clearing. the place will be empty so camp until nighttime if necessary. Go to the left bank of the river where you will find a hard-to-spot (for you, the player; the DC is 7) cache containing a Shard of Knight's Bracers (2/10). Bartholomew's House : r/Pathfinder_Kingmaker - reddit You start off in the north of the area. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. 174. "The law is with him", Valerie? Go up the path to meet Sinnet. You want someone capable of casting Acid Splash to finish off regenerating creatures. The quest will be completed. When you get the Lone House, you will find trolls. Continue east and you will find a Spectre wandering around. Return to your capital and speak to Jenna who is suitably grateful. 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. You can get your fish back afterwards if you like. When they're dead, you can loot a chest for a Wand of Fireball and Bracers of Armor +1. You may want to quicksave if you let the dog go. Again you have a number of responses. Go down to the lower level again and look for the Sun and the Moon statues in the central chamber they will have the right symbols. This is another illustrated book episode. Give this task to Tristian (Councilor). Fortunately, no undead come pouring out of sarcophagi. At the top, there is a cave entrance to your right. The letter invites you to visit and unlocks a worthwhile project, Trade Agreement with Maegar Varn. Leave through the exit in the Troll Lair Depths when you're ready. Spread your non-melee combatants out so that fewer people take damage. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. Continue northeast and turn left at the crossroads. There is minor loot in the container to the left of the door. For example, a Wizard with their high Intelligence would work best as a Magister or Treasurer. Jhod will also come and see you to report on the events at Bald Hill. Make your way into the Ruined Watchtower itself. When you leave, Shimmerglow will summon Vesket and his guards. As you approach the house, you will find summoned Giant Spiders fighting trolls, handily serving as a distraction while you murder them. The Nereid will summon a Huge Water Elemental and use Confusion. Don't refuse. He won't be around forever so take the opportunity to buy the Boots of Elvenkind he's selling. When you've killed it, look for a nearby stash containing a Token of the Dryad and some gems. You will have an initial selection of Kingdom Events as well. He has a surprisingly large number of HP. However, not all of them may best suit your realm and leader. Loot the remains and you will find a Coin with Callitropsia's Name and two Coins with Wilber's Name. 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. This will bring Jethal's quest to a conclusion for the time being. You can then visit him after Season of Bloom, and he will have reset again. There is another group of Dire Boars further down - this is one dangerous village! Check out your Personal Chambers where you will find a Flail +1 on a table next to your Personal Stash. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. You will see the Swamp Witch's Hut to the south. paizo.com - Online Campaigns - Kingmaker We're heading east. You will pass Iron Mine, a kingdom resource, to the north. These are nothing to worry about but you will probably aggro two Branded Trolls and a regular Troll at the same time. Head back to the path and as it curves around, turn to the northwest. Well, i trust grand diplomat with back whip. You are looking for the "[Knowledge (World) check passed]" option which is required for the best outcome for Harrim's personal quest. If you are able to open the chest (DC 37), you can grab the gems and Shard of Knight's Bracers (7/10) along with a bunch of gems. If you bring him Kagar, the old Lizardman you met outside the village. If you back out of the kingdom management interface, you can enter it again by clicking on the table in front of your throne. The next room down is used as a larder. Pathfinder: Kingmaker - Definitive Edition , Prologue - The First Step on the Road to Glory, Of Cows and Other Matters of Political Importance, Trickery, Stealth, Knowledge (World), Perception, Use Magic Device, Poison Resistance +2; Discovery: Precise Bomb, Elemental Focus - Water; Infusion - Extended Range; Point-Blank Shot, Shroud of Water; Wild Talent - Kinetic Healer, Elemental Overflow; Infusion - Kinetic Blade; Precise Shot, Metakinesis - Empowered; Infusion - Torrent; Deadly Aim, Mobility, Stealth, Lore (Nature), Perception, Elemental Focus - Fire; Infusion - Burning Infusion; Point-Blank Shot, Metakinesis - Empowered; Infusion - Extended Range; Spell Penetration, Athletics, Mobility, Stealth, Lore (Nature), Perception, Favored Enemy - Giant Humanoids; Point Blank Shot; Precise Shot, Endurance; Favored Terrain - Forest; Weapon Focus (Longbow), Favored Enemy - Magical Beasts; Boon Companion, "We tried picking a lock" (Trickery 25 - Octavia should manage this without too much difficulty), One of us tried to jump onto the cart (Mobility, followed by Lore: Nature), "Precautions were definitely in order" (requires rope), "We talked it over and chose a volunteer", "jump to the other side" (Mobility 15), "Trade Agreement with Mivon" if you persuaded Dalton to trade in your barony, "Research into the Nature of Curses: Tartuk" if you learned of Tartuk's curse, Decent Perception or the Wand of Find Traps. As a reward, you will be given 1800 experience points. As always when you spend some time on kingdom management, a bunch of things pop up demanding your attention so return to your Throne Room. Backtrack to the trail and continue west. 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. Go south down the lower passageway. You have a number of options. It's hard to swallow, but agree. If you want a shortcut down, take the broken steps (Mobility 19) for a few XP. 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. You will find Willas Gunderson standing by the bar in the Beer Mug Inn back in your capital. Outside in the square, a new merchant named Enneo the Travelling Merchant has set up shop. There are two Ancient Golems in the room beyond. Head into the area where the bear was and you will find a group of two Alpha Wolves, two Worgs and two Ferocious Wolves. Ask what they were arguing about and they will tell you about the danger posed by the Scythe-Tree. They have fairly weak Will saves so Hideous Laughter is useful. 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). Pick up a Torag's Pendant from the floor and look for a chest on a raised ledge. You'll find Amiri and Jaethal here if you want to talk to them. Check the body of one of the bandits for a Turquoise Brooch. Go inside. The inactive one is soot-blackened. Hello, crusaders! After you've cleared the areas, backtrack to the fork and take the path leading southwest. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. Pathfinder Kingmaker: Magic Items List (Locations & Effects) (UPDATED 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. When they're no longer a problem, you can grab some minor loot from a hidden compartment in wall of the corridor. Rather than fight them fairly, you can target them with missile weapons if you go south a short distance. The ranger will join your group. Nearby among the bushes is a hard-to-spot (DC27) stash containing 2000G. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. Continue round the walls to find another trap (DC26). As you make your way east along the road, you will find the bodies of two bandits. This time she is accompanied by two Ferocious Hydras and two Nixie Pranksters. Bartholomew Delgado is a reclusive mage living at the Lone House. After it's dead, Amiri's companion quest will complete. Continue east and cast Delay Poison (Communal) when you see the purple miasma. He will spam Searing Light which does quite a lot of damage. At the fork continue east. When you reach the junction that goes south to the Bridge Over the Gudrun River, head northeast instead. It will be called Troll Lair afterwards. What can go wrong, I really disliked something that comes up later: (spoiler inc obviously). The Secret Sanctum will be added to your world map. Being able to recruit Bartholomew as an advisor later brings two benefits. You then need to refrain from attacking him until he finally succumbs to the sunlight. Give them to Melianse and she will offer to be your friend. Go west from where you fought the Nereid. The boar has concealment but is otherwise weak, weak, weak. Kalikke will ask you to send the Sweet Teeth on errands so that she does not have to meet them.