A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. 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. You have a number of options. You may want to being Harrim with you and have him memorise Delay Poison (Communal). Suggest to Rismel that he might be a bit bonkers. Harrim will express his contempt for the "traitor god". There are a total of six plants to harvest. Defeat the sinister lights (skulls), search them and find some coins. However, Ekundayo is a stealthy sort. Be careful as you make your way down because there is a trap (DC22) at the bottom. 6 days ago. Go into the Clutch Hut next door and speak to Virish. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. Head further up the slope and you will meet a (sort-of) friendly Troll named Jazon. The Spirit Hut is in the northeast corner of the village. Just kill him and be done with it. It's not tough but it has a ranged attack that causes the entangled status. The quest will begin after you meet Jenna in the throne room (you will have to receive some visitors). The trapped (DC22) chest next to contains some Masterwork weapons and a Keen Longsword +1. A hard-to-spot (DC27) and locked (DC25) chest outside the southwesternmost house contains an Amulet of Natural Armor +2. He will throw three fire bombs per round. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Go inside the hut and speak to the child, Tig. This is an optional dungeon that gradually opens up as the game progresses. Either option will add the Thorn River Bank location to your world map. There are three rooms to the side. Make a hard save. 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. At the next junction head southeast. If Harrim is in your party, he will convince Waine to become a follower of Groetus. Go across to the other side of the village where you'll find two Lizardfolk, Tassath and Shalur, near a vegetable patch, arguing. You have an invitation from Maegar Varn to pay him a visit. There are a number of ways to even the odds. Head back through the gate and find Kagar. The Blades aren't much tougher than the Sentinels, although they have sem-respectable AC. Head through the hidden door in the north wall. The Guardian of the Bloom will appear on the battlements to gloat. Agree to help fight the monster and he will open the portal. 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. You can try intimidating them (DC22) to get them to leave or, if you ask what they're doing, you can make a diplomacy check (DC28) to make a deal with them. Return to the world map and head east from the Swamp Witch's Hut. Head north to find Hargulka's throne. March north to Oleg's Trading Post. Question him and you will learn he is the Wilber named on the coins and that they are a curse. Fighting them will aggro an Alpha Worg, another Apha Wolf and a Dire Wolf from the right, so position your squishier characters accordingly. The room beyond has a trap on the floor (DC21). What you find when you emerge depends on how you resolved matters with Tartuk and Hargulka. The fighters and archers will target Jaethal preferentially so she may spend a while on the ground. You will learn that she told her son in anger to drown himself in Candlemere Lake. Further north is a named troll, Nagrundi, accompanied by a Trollhound. 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. Because there's no rest for the wicked, Jhod will come up next and suggest that you employ Bokken as your court alchemist, initiating The Court Alchemist. You need to make one of the speech checks. Exhaust his conversation options and, if you like, sell anything weighing you down to the merchant. There is also a hidden compartment on the wall with some minor loot. After your victory, talk to Bartholomew, go to his laboratory and head down. Be aware that the chapter is drawing to a close. Back home, browse Hassuf's wares and buy the Onslaught Jambarts which are part of Dragn's armour set. Visit the throne room and learn from Kesten about the unusually high troll activity in the region. Books. Amusingly, if you browse his wares, he has Volume 2 in his stock. Continue west and you will see Mud Bowl to the south. You will want to make the Intimidate (DC23) check here. Manage all your favorite fandoms in one place! If you speak to Tartuk you can learn a great deal about the kobolds. You might as well sell him back his key (2 gold). There are several more Dizzyheads nearby and in the corner, a trapped (DC22) and locked (DC25) chest containing Gloves of Dueling. Pathfinder: Kingmaker is an isometric role-playing game developed by Cypriot [2] [3] studio Owlcat Games and published by Deep Silver, based on Paizo Publishing 's Pathfinder franchise. STR: 16, DEX: 20, CON: 14, INT: 10, WIS: 13, CHA: 10. The round container neat the otther door contains a Taldan Stirrup (1/5) and a Ring of Luck. There is some fallen rubble to the south. With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. After a round or so, he will be joined by four Dread Skeleton Elites and three Ferocious Skeletal Champion Archers (level 12 undead). Besides the XP, there's not a lot of point. There is a chest at the end with some minor loot. The Wererat Lair is in the woods to the east of the Abandoned Hut. Otherwise, let him go. Follow the water round and you will find a satyr named Falchos and a dryad named Tiressia in conversation. Return to Oleg's Trading Post. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. If he's not disabled, he will get off Enervation which is a pain to heal. the place will be empty so camp until nighttime if necessary. Before speaking, you might make a Perception check (DC 20) to notice that he is exhausted. The mage loks a bit battered, but his defenses seem to be holding. He will spam Searing Light which does quite a lot of damage. This monstrosity has 60HP and an extremely high AC (24) so make it second priority since the other creatures can't really harm you. There's a stash of gold up here as well. Examine the box next to the cart. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. There are a couple more things to pick up while we're here. There is a loot stash on the right-hand wall near the entrance. 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. When you do, hostilities will ensue. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a trolls advance. There is a container with some gems and a hidden cache with the Cypress Queen's Goblet (1/5) among other things. Attempt to solve the puzzles using the rings and Harrim will show you how it's done. He is speaking to someone named Amalia, who is an adherent of the cult. Say that you're surprised to see a trader here and you will be able to try to Intimidate him (DC25). The Candlemere itself is located to the bottom left of the capital. It's hard to swallow, but agree. Back down the steps is the entrance to the keep. Buff up before approaching the rift in the centre. The first task you should see to is enroute to Tuskdale. STR: 10, DEX: 18, CON: 18, INT: 10, WIS: 14, CHA: 10. But that's a long time in a game where time is a resource. Try and make the Diplomacy check because it's worth a substantial 720XP. Return to the previous room and interact with the switch on the floor. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. When you return to the Throne Room, there will be a new piece of Curse research waiting for you. Assuming you're 7th level and have someone in your party capable of casting Resist Energy (Communal), you should be able to teach this fool not to attack unsuspecting campers. Duke Dazzleflare isn't really any tougher than all the Ancient wisps you've been fighting up to this point. One container holds minor loot while the other has a Belt of Mighty Constitution +4. Buff up and head north. Ignore the door to the right because you will pick up a key for it shortly. The entrance room has a sealed door to the east and a passage to the south. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. Fortunately, she'll spend her first round casting Summon Nature's Ally. That said, if a candidate for the necklace is able to use dueling swords, the Lord Protector will make it that the wearer is a lot less likely to hit allies. Continue further east and fight your way past another two bandits to a bandit Conjurer. Backtrack, cross over the path and head west to the edge of the map where you will find the hapless Ditael facing off against a pair of Dire Wolves. Spells that target movement (Grease or Web) will not work against Hargulka but things which target Will saves, such as Glitterdust, work on both of them because they have fairly low Will saves. You may want to quicksave if you let the dog go. Do not go through the gate. You have a number of ways to respond. Go inside and head down to the basement. Initially it takes the form of an illustrated book episode. As you approach the area exit, there will be more Tatzylwyrms to steamroller and a hidden stash next to the road with minor loot. Tell that the Scythe Tree has been destroyed for an XP reward. TrollSubjectZero (1b317ed6609cd1b4a8814bb2406bc56e), Dialogue (The Nature of the Beast - Dimwit), Dimwit is a unique troll that can be found at the. Your envoy informs you that money is missing from the treasury (-30BP). Ask about "other dangers on the road" and a location named Hodag Lair will be added to your map. The main quest will take us to this area shortly so backtrack past the Ruined Watchtower to the river. You are going to pick up a new companion shortly. They have four attacks and DR 10/magic but they're manageable. The area is littered with traps. Can only be obtained if visited Bartholomew Delgado during second stage of Troll Invasion. Head west from your starting point. You can grab a Masterwork longsword from the Werewolf and find a stash a short distance further south with a decent amount of gold and gems and a Taldan Warrior's Dog Tag. You start off in the north of the area. A short distance to the west of the bandits is a well-hidden (DC22) container. If you take the Chaotic Neutral option and send them to a random place on the map, you will meet them again later. 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. If you want a few bonus XP, interact with the portal for a Knowledge (Arcana) check (DC24). Don't refuse. By now the enemies you'll face will be fairly easy. Anyway, you are presented with a good / evil choice as to whether to hunt down the idiots who just tried to murder you. Return to your capital and take care of any throne room business. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. When the area is clear, loot the nearby containers (one of them locked, DC18) for a Dart +1 along with other stuff. You need Delay Poison, Resist Fire and Protection from Fire. 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). Follow him to the road and you can give him the brooch you found for a decent XP reward. Exhaust his conversation options but don't kill him and don't simply dismiss him. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. Follow Tristian out to the Capital Square. The inactive one is soot-blackened. Or lie. When they're dead, pick up the one, special Fish from the Silverstep Lake from among all the others lying on the shore. Next, you will have to return to Bartholomew to help him in the battle against trolls (go to the Lone House location). Besides the teacher, there are three Kobold Blades, an Archer and a Pupil (rogue). Guiding Beacon is a quest in Pathfinder: Kingmaker. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). If you do so and Octavia begins to verbally bait him, you must intervene or fight him. He will die if trolls brought him below 0 health . At the next crossroads (close to Tuskgutter's Lair), head southwest. 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. The Trolls are dangerous but that Kobold is a little bastard. 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. Tell her that you know what happened to the village and you will be able to choose a version of events. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. Another trap. Back on the world map, bring up the Kingdom Management screen (square button). Do not worry about it for the time being. Quicksave and have Linzi use Inspire Competence before you examine the sarcophagus because there are moderately difficult skill checks to make which give you a decent chunk of XP. Ask what they were arguing about and they will tell you about the danger posed by the Scythe-Tree. In fact, you have 13 days and 8 hours left because when the timer reaches 14 days, stuff will start happening. Defeat the leader and decide what do you want to do kill him or spare him. The first thing you want to get off is Stinking Cloud. These are fairly powerful creatures with 102HP and a nasty acid spit attack. Take the coins and show them to the ghost. Use a Stinking Cloud on them if you have one to spare. Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. Further in, there is a trap (DC21) on the floor. Ask why you should show mercy rather than killing him outright and you can get more information out of him. Head back upstairs and activate another switch to open the door in front of you. Search the Sentinel's remains for an Old Dwarven Chest Key. Assuming you've annexed the Kamelands, you will want to visit your new settlement there to recruit artisans. Suggest that you look for it together and Jubilost will agree to join your party. You will climb down to a deserted campsite. Backtrack to where the slope forked and go right. So Shall You ReapYou need to do the curse research projects to learn the necessary information to unlock the ending. Head down the path and meet a dog. Head through to the next room and would you believe it? Leave the secret room and loot Bartholomew's laboratory for a Token of the Dryad among other things. When the fight is over, Ekundayo will tell you that he can feel that the specific troll he is hunting is nearby. Before entering the ruins, get Shield on as many party members as possible (an Alchemist + Infusion helps). Continue east and you'll be able to cross the Shrike River to the north. Clear another trap and continue northwest to find the Bandit Leader and his group. Proceed to the location. Leave through the exit in the Troll Lair Depths when you're ready. There are two locked chests (DC23). What you are looking for is a Lizardfolk Village it is also highlighted by a unique marker (to the left of the lake). Continue west and west again at the next junction and eventually you will arrive at the Dwarven Ruins. Now that Troll Trouble has begun, this place has become a lot more interesting. The two containers near the doorway you came through hold minor loot. Exit the throne room (when interacting with the map inside, you return to the kingdom management screen) and walk around the city until you see the Guardian of the Bloom. Choose either of the first options (thanks, Ekundayo) and you'll move onto another page. Either keep the whip to yourself by telling Bartholomew about it (or lying about not finding the item) or return the item to its owner, who will reward you with 1500 coins and 375 experience. When you're travelling the world map, you might bump into this guy. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. Head north a short distance. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. leave Octavia in captial when you visit bart and allow him to contiune experiment? You will meet up with the Guardian of the Bloom again. Once you get back to Tuskdale, seek Valerie out and ask about her wound to close this quest off. "I'm your baron!". Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). Unfortunately, they're not hostile so you can't get the drop on them. If you have a character able to cast Stinking Cloud, cast Delay Poison (Communal) on your party. You have various alignment-options to finish the quest. While you're here, grab the stash of minor loot from nearby. Head back to the path and as it curves around, turn to the northwest. This is why a separate savegame is advised. STR: 10, DEX: 18, CON: 16, INT: 16, WIS: 12, CHA: 10. Continue north and kill a bunch of Worgs and Greater Worgs. Take her up on her offer and she will give you a Ring of Protection +2. Just south of the bandits is a log containing minor loot. It won't inconvenience Hargulka too much but it may well take Tartuk out. A body at the end has a Steel Dwarven Key and a Torag's Pendant. She won't have anything more to do with you for the time being. Hostility ensues. You might expect by now that there will be some tough creatures up here and there are: two level 14 Owlbears. Get Resist Electricity on your party before you start making your way up the path. The quest will be completed. You may want to rest here if you used up valuable abilities in the Monster Den. Head northeast from your current position and cut your way through four bears. You will find the thief, Kergan, trying to palm the armour off to a seller. It will trigger the quest. Head back to the world map. Otherwise, assuming Tartuk survived, you will find a group of leaderless kobolds close to the exit. Backtrack and continue west. A hidden nook in the floor contains a Torag's Pendant and scroll of Fireball. The quest will begin after you have your share of fun ruling the Kingdom a bit. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. Go inside and remove the trap (DC22) from the floor panel and search it for the Devourer of Metal composite longbow which will make Ekundayo even more of a murder machine. If you tell him he's a threat to himself, you can give him various reasons why he should die. If you do pop back, Kesten will add something else to your plate. You will have an initial selection of Kingdom Events as well. Cast Resist Lightning (Communal) before you go near it, however. STR: 10, DEX: 14, CON: 12, INT: 19, WIS: 8, CHA: 12. Use Ekundayo on his own and move the cursor around until you see the attack icon. Among the Kobolds prioritise the Boomsayer and Sniper. Pack plenty of provisions. You can sell all the Masterwork weapon that you picked up in the Lonely Barrow to lighten your load. You will find Maegar Varn speaking to a merchant. At some point, Bokken will visit to give you your first gift. This is the first of new set of relic fragments. Fireball Trap (Perception DC 22, Trickery DC 22 - 36 exp): 5d6 fire damage if triggered (Reflex DC 16 for half). She will claim to know nothing and then figure out that Sartayne has been sabotaging her efforts. Bokken will apologise (as he bloody well should) and the quest will be complete. It means that Jenna slandered her. Clear the DC 22 trap from the floor before you accidentally set it off. The Lawful response here is the best. 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. We'll follow after him later. The objective of the quest Guiding Beacon. Pathfinder: Kingmaker is your initial isometric party-based computer RPG set in the Pathfinder fantasy world. After the envoy has given his advice, Jhod Kavken will speak to you about a cursed location nearby that feels similar to the corruption you found at the Temple of the Elk, which will add Bald Hilltop to your world map and initiate the Ancient Curse quest. Head across to the other side of the square and look for Nazrielle. 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). This is for later but there's something you might be able to do now. It costs 400BP (or equivalently 32,000G) and an additional 50BP to build a settlement. 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. You have a choice. Return to the world map and head east. Interact with the pile of fish nearby and add your fish to the pile. This update will fix the issue with negative status effects not being removed after a boss fight with the Songbird, and the issue with Nahyndri not dying instantly in The Treasure of the Midnight Isles DLC. Exhaust her conversation options (apart from the one where you murder her) and she will give you an Invitation from the Kingdom of the Cleansed. If you fail, either rampage through the village or reload the save you made earlier. You receive a letter from Svetlana expressing her concerns about Bokken. They have fairly weak Will saves so Hideous Laughter is useful. Drop a Stinking Cloud - it disables the War Wisps quite nicely. Immediately to your right is a stash containing a Melted Shard of a Ring (3/13). You can get your fish back afterwards if you like. If you have any throne room events pending (for example, advisor rank-up events), go there and deal with them. There is a short cut up the slope which requires Lore (Nature) followed by Athletics to negotiate. Head through to the room that Kargadd emerged from. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. She will suggest that you ask the boy's mother instead. Head south and you will come to slope you can climb down (Mobility DC21). Enter your settlement in the South Narlmarches (which I assume is called Narlkeep) and start building Dragn's Armor Shop. A new update 2.0.7k is here! Use acid to kill the Branded Troll. There are also traps, including on the supposedly safe path to Bartholomew's house. Inspire Competence is useful too. He wants you to take him to any dwarven ruins you find. 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. There's not really much to see there unless you have a thing for wyverns. When they've been taken care of, return to the bandit room and go up the northern passageway. One or two Events will have popped up, one to speak to Harrim and possibly another if your Loyalty stat reached 20. Continue to the northeast of the room where there is a pair of Trolls and a group of kobolds, including an always-annoying Boomsayer. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. Continue north and you will bump into two Kobold Sentinels. The only other bandit who is a remote threat is the 8th level Fighter. If they give you trouble, hit them with Stinking Cloud. Next it is a hidden cache with a Pile of Notes which make for interesting reading. Try visiting his house before he was in danger (Maybe that would solve it). There's a chest with some minor loot. You can make this easier by ignoring the cart for the moment and heading north to the ponies standing by the cart. You must go there alone! You can interact with a tile at the top of the room to reveal a hidden area beyond. Your email address will not be published. Version: 1.1y | Updated: 02/20/2023 FAQ of the Month Winner: October 2021 | Highest Rated Guide. June 29, 2022; creative careers quiz; ken thompson net worth unix There is another container in the room with a Torag's Pendant and minor loot. Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. You can now unlock the large doors. Given his evil nature and all the blood in the cellar..the choices are obvious. Yup, I took him and screwed Octavia. You have to kite Kargadd into the area with sunlight. A hidden crate a short distance to the northeast contains a Sai +1. Continue southeast from the Kobold Camp. Head north out of the village and take care of some Dire Boars on your left. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. If you are a melee-capable character, arm yourself with the Cold Iron Dagger since the Redcaps have 60HP and DR 10/cold iron. Dimwit will be one of the trolls attacking Bartholomew if the player didn't order him to be killed earlier. Otherwise it's worth a decent amount of gold. You will pass the Abandoned Laboratory, a future kingdom resource to the northwest. The Bronze Dwarven Key unlocks the final door. Assign an advisor to the problem immediately, because ignoring the problem will wreck your barony before it's even properly started. The letter invites you to visit and unlocks a worthwhile project, Trade Agreement with Maegar Varn. You will pass Iron Mine, a kingdom resource, to the north. Claim the Abandoned Laboratory near Lone House on your way. The next time you go into Kingdom Management, you will find two new pieces of Curse research. Ask where he might be and she'll point the finger of blame at a witch living in the Narlmarches. There are five more at the bottom of the slope in two groups. Head east from your capital and continue east. If you had Jazon escort you to meet Hargulka, this can end peacefully.