The open gate to the interior is just to the right, but ignore it for the moment. You may want to have the character with the highest Persuasion skill down a Potion of Eagle's Splendor and quicksave. Help them and find out about a mage living nearby. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. Continue east and you will find a Spectre wandering around. You starting point is approximately halfway down the eastern edge. 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. Go across to the other side of the village where you'll find two Lizardfolk, Tassath and Shalur, near a vegetable patch, arguing. If you choose to wait, three hours will pass after which two Trolls and a Branded Troll appear. You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. When you're ready for a fight, go into the back cave. Here is a secret: On the upper level, you can find two plates with images of the Sun and the Moon. But that's a long time in a game where time is a resource. The quest will begin after you meet Jenna in the throne room (you will have to receive some visitors). 80. r/Pathfinder_Kingmaker. Head north to find a Dizzyhead and a Token of the Dryad along with two Giant Slugs. She will thank you for killing the Stag Lord and will promise a valuable reward. Head through the hidden door in the north wall. Follow Tristian out to the Capital Square. After you've cleared the areas, backtrack to the fork and take the path leading southwest. She stole the money to pay for a printing press. Leave them to it but kill the Trollhound with acid yourself because it regenerates. If you will not kill the spirit in time, he can finish off the boy. You will find the dog near where Amiri used to train. You will find another group of wolves in your way: an Alpha Wolf, a Worg and five Ferocious Wolves. This is a very profitable place to visit although some of the encounters are quite bruising. Don't blow all your funds shopping with Hassuf, because you want to buy a suit of Mithral Full Plate +1 for Valerie from Verdel, particularly if you're taking her down the combat Sorcerer route. When they're dead, climb up and grab a suit of Leather Armor +2 and other stuff from a couple of loot caches. There are is a trap across a doorway (DC27 to spot and remove). 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. Dog can keep one of them tripped. If you want to, you can buy some Feather Tokens for the Nixie back at the overgrown pool but you can also get some for free later. Otherwise, arm yourself with the Mallet of Woe. Visit Lone House and talk with Bartholomew Delgado about trolls that can resist fire. This next bit's a pain. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. The one in the corner is trapped (DC22) and locked (DC23). The traps hit you with Glitterdust and Entangle. There are two Fighters, an Alchemist, a Rogue and a Bard. Now, if you look at the map, there will be two red flags indicating their location. You may want to rest here if you used up valuable abilities in the Monster Den. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. Sartayne is a 7th-level Magus who will summon two leopards and then spend several rounds self-buffing, starting with Mirror image. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. He has some interesting stuff, but nothing that made me feel compelled to part with 1000s. After defeating them, you may want to use Inspire Competence because there are a number of high DC checks in this room. You will receive this notification when the curse timer reaches 28 days. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. Instead, return to your capital. Head a short distance up the slope and Jubilost will announce that this is the place he was searching for, giving you 1800G. Go south to find 4 Ferocious Wolves. The house to the east belongs to Kaessi; go in there to update the Sorrowflow companion quest. After you've slaughtered them, you will find a trapped (DC22) backpack with a suit of Half Plate +2. The main quest will take us to this area shortly so backtrack past the Ruined Watchtower to the river. If you use my Valerie build, she has True Strike, Mirror Image, Displacement and Dragon Breath (which is quite effective). A short distance past this is another War Wisp encounter. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. Head to the hut in the northeast of the village. Give them to Melianse and she will offer to be your friend. Pathfinder: Kingmaker - Troll Trouble Walkthrough After completing the initial quests in your log, you'll enter the free roaming portion of the game with no main quest to take care of for awhile.. The loot container holds a Robe of Water which gives a +2 bonus to the DC of cold spells. If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. The workaround is to rest just inside Dwarven Ruins which you can do without triggering enemy encounters. There is nothing to do immediately, but you should have a couple of quests awaiting your attention. Talk to the man and help him destroy the creature. These aren't too bad by now. Your email address will not be published. Agree to follow him and you will be in battle against a Branded Troll. The letter invites you to visit and unlocks a worthwhile project, Trade Agreement with Maegar Varn. The Ancient drops a Token of the Dryad. Head east along the riverbank and go into the Lizardfolk Village. Go west from where you fought the Nereid. These aren't as powerful as Viscount Smoulderburn (they only have AC24 for starters) but they have Natural Invisibility so you will miss frequently due to concealment. They're mostly low level and no threat. It's up to you what you do with her, but I might point out that in this sort of game, creating undead doesn't generally increase world happiness. Visit the throne room and learn from Kesten about the unusually high troll activity in the region. Kesten Garess will meet you to give you a whistle-stop tour. Black Whip is a quest item in Pathfinder: Kingmaker. Success earns you XP while failure earns you pain. Take the trail leading east and at the next crossroads, take the southwest path. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. 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. Head south to rescue him. After you've cleaned their blood off your blades, loot their camp for some tasty loot including a Phylactery of Negative Channeling and an Arcane Protector dagger. If you brought a rope, this should be an easy check. There are three rooms to the side. He will give you 3 potions of Cure Light Wounds and 100G before leaving. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. Do not worry about it for the time being. Select "Search for traces of the campers" for a Perception check (DC20) to hear screams from the east. Head to the villages entrance and tell the guard you want to talk to the leader. pathfinder: kingmaker bartholomew release troll. He's an archer so unequip the Savage Bow and Bracers of Archery from whoever is currently using them. But which ones? Rather than fight them fairly, you can target them with missile weapons if you go south a short distance. Travel to Old Sycamore. You have a number of options. Before leaving, help yourself to provisions and minor loot from the containers in the hut. Otherwise, you need to let him go, drive him off or have him killed. Look for another way out you can climb the wall to the right of the tree, but only if you pass the athletics test. Use acid to kill the Branded Troll. Unfortunately, they're not hostile so you can't get the drop on them. Shaynih'a will ask you to visit her to update her artisan quest as well. 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. At the fork continue east. He will join your squad, and you will need to continue the quest by finding the old fortress. You probably witnessed the "cleansing" he talks about. At the next junction head southeast. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. It locks you out of something else shortly. 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. but tells you that others are now trying to open the box and that they can be found in the cave in the northwest of the village. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". When it's clear, you can head down to the Ancient Tomb. This will bring Jethal's quest to a conclusion for the time being. Return to the place where you fought the trolls and kobolds and head west. If you tell him to free the troll, Valerie will come over all Lawful Stupid. This leads to a number of other options. If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. Cross over into your barony and check that there's nothing requiring your urgent attention. Finally, discover an animal path near the northern exit. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor. The check is made by your main character, so choose whichever one is most likely to succeed. You will meet up with the Guardian of the Bloom again. And still do. I would suggest a Longhouse to begin with along with a pier by the water. As you approach the house, you will find summoned Giant Spiders fighting trolls, handily serving as a distraction while you murder them. You will pass the Abandoned Laboratory, a future kingdom resource to the northwest. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. This is not a particularly wise choice and will cost you the services of Ekundayo. In the end, you can order Bartholomew to release the captive troll or leave him as is. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. Protection from Evil is useful and Blur / Displacement on your front line fighter is essential. Bring up the map and you will see a building labelled as "Sartayne's house". Continue west and west again at the next junction and eventually you will arrive at the Dwarven Ruins. It will trigger the quest. Continue west to the next junction and then turn south towards the house of the mage that Dalton mentioned. To the side is a trapped (DC22) and locked (DC25) chest containing a unique heavy pick, Demolisher. There is a loot stash on the right-hand wall near the entrance. Afterwards, you will have to choose a name. By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. Ask why you should show mercy rather than killing him outright and you can get more information out of him. Go up the path to meet Sinnet. If you bring him Kagar, the old Lizardman you met outside the village. You have various alignment-options to finish the quest. To the right of the tree is a location where you can climb the wall if you can make the DC22 Athletics check. You will have a scripted event on the road. 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 they're dead, loot their bodies for Masterwork shortswords. On subsequent playthroughs, just blind him and kill him like you would any other troll! Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young.