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. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. These are the children of Kargadd, the troll that Ekundayo is sworn to kill. Question him and you will learn he is the Wilber named on the coins and that they are a curse. Which monsters and which dungeon are unspecified at this point. Return to your throne room to close out the chapter. A letter arrives from the Maegar Varn of Varnhold, proposing an alliance between your lands. From the junction, head northeast to cross over into Varnhold and continue northeast to cross the Crooked River. This is another dwarven relic that will have Harrim musing on the inevitability of death and decay. Afterwards, you can grab some minor loot from the container. ), a scroll of Freedom of Movement, "Of Transmutations and Bodily Poisons", Part III and a Piece of Skymetal (1/17). Put them on the altar to complete the quest and allow the ghost to finally rest in peace. Talk to him to begin this quest. Continue west and you will see Mud Bowl to the south. A hard-to-spot (DC27) and locked (DC25) chest outside the southwesternmost house contains an Amulet of Natural Armor +2. This is the Heart of the Anvil and you should keep hold of it. Amiri will announce her intention to kill the creature. Elsewhere, you may encounter Stefano Moskoni and his bodyguards being attacked by two Trolls and two Branded Trolls. 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. Don't climb up at this point because it will put you at a disadvantage in a tricky encounter. Defeat all enemies, and if Tig is saved, speak to him. When you enter the area, you will hear someone named Waine calling out for help. Drop a Stinking Cloud - it disables the War Wisps quite nicely. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. He also drops some decent loot. Examine the campfire. Cast a Stinking Cloud at the portal in preparation for the next things to emerge: the Lost Sister and a Smilodon-like Treant. If they give you trouble, hit them with Stinking Cloud. If you want to close off Dorsy's part of the quest, tell him that you gave the coins to Wilber and he will attack. 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. 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. Continue up to the wall where you will find another Torag's Pendant in a hidden cache. There is another path up the hill here. bite vs Anton: 1d20 + 15 (1) + 15 = 16 claw vs Anton: 1d20 + 15 (16) + 15 = 31 Continue heading south where you will find a barrel in the corner of the room containing a Torag's Pendant. Bartholomew Delgado is a reclusive mage living at the Lone House. You start off in the north of the area. To progress, head through the door to the north of the school room. Head back upstairs and activate another switch to open the door in front of you. After this, deal with the stuck cart, and then talk to Jubilost. wnesha 2 yr. ago Kesten will notify you that the troll attacks are getting worse throughout the kingdom - that's usually when the Delgado map changes You will now be able to build a Printing House in your capital. Regardless, he will say that the formula needs to be tested on something more human and suggests wererats. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). Select the "Having prepared our ambush" option and time will pass. You can learn more about the history of the area by asking about the village. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Do not take the Neutral Good choice - it will cost you your rope! You can continue waiting if you like, but nothing will happen. Since you're in the area, it would be rude to refuse. Afterwards, check out the merchants in the square. They are still hostile to you, however. If you examine the sun and moon statues, you will see the solution to the floor puzzle upstairs: a sort of fish rune and a lightning bolt rune. If you brought a rope, this should be an easy check. Claim the Abandoned Laboratory near Lone House on your way. Keep heading northeast at the crossroads and then turn east. Ignore the imposing statue of Torag for the moment but grab some minor loot from a container next and read the Worn Parchment for some hints for a puzzle. After defeating the trolls Bartholomew Delgado will tell you to retrieve the Black Whip from Dwarven Ruins. Afterwards, you will have to choose a name. Instead, proceed further up the corridor and kill another Branded Troll and three Trollhounds. Head inside the fortress, follow the trolls leader, descending to the lower floor. In the top-left corner are a pair of stealthed Venomhodags. you can make a Knowledge (Arcana) check (DC23) for a Cthulhu reference. Arresting him is somehow Lawful Evil. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. Another Ancient Will-o'-Wisp will attack you. Head north and examine a log by the path. Send Ekun's wolf after them. If you head up the nearby slope, you can climb up the wall if you make the necessary Athletics check (DC18). You want someone capable of casting Acid Splash to finish off regenerating creatures. Return to the main path and continue south. Bring up the map and you will see a building labelled as "Sartayne's house". Quicksave so that you can try again if you don't see it within a reasonable time frame. Kanerah and Kalikke will swap places a couple of times. This should bring you close to the Hodag Lair. Return to the world map and make your way southeast from the Ruined Watchtower. If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. Hopefully, your buffs should keep you safe: it will breathe fire to little effect and miss with its other attacks due to concealment. Search the box nearby for an Ancient Scrap of Script-Covered Leather (3/16). You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. Head into the passage on the left and pay attention to the sunlight coming in through the ceiling. One contains a suit of Chainmail +2 while the other contains minor loot. Approach the column in the centre and you will be thrown into battle against the Lonely Warrior, a level 15 undead. It is possible to recruit Bartholomew without completing certain portions of his quests. 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. At the next crossroads (close to Tuskgutter's Lair), head southwest. Use Glitterdust and Hideous Laughter to disable the trolls and kill them with maximum speed because Bartholomew isn't exactly tough. 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). When they're dead, pick up the one, special Fish from the Silverstep Lake from among all the others lying on the shore. You will find a cache with a Dwarven Helm Shard (1/10). Another critic of the safety of lands which aren't yet ours. When you do, hostilities will ensue. After seven days, when the problem has been solved, go to Shambling Steps to confront Nazrielle about the dodgy weapons. When they're dead, loot another Taldan Warrior's Dog Tag from the undergrowth near the rocks. You will find Maegar Varn speaking to a merchant. However, be careful that you don't accidentally have her try to punch enemies. After that little exchange, exhaust her conversation options. Afterwards, search the body on the ground for the Dirty Travel Log. Now that Troll Trouble has begun, this place has become a lot more interesting. When they're dead, look around to spot a pair of hunters trapped on the hilltop. Do not go through the gate, because you're not able to target the Owlbear beyond (a stupid interface issue). Outside in the square, a new merchant named Enneo the Travelling Merchant has set up shop. If you don't, he will help you later. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. Check the body of one of the bandits for a Turquoise Brooch. But which ones? Head to the world map and level up your party members (you should be level 5). When he burns through a character's fire resistance, top it up. Hold Person will not work on Hargulka because he has Freedom of Movement but it may take Tartuk out of the fight. Pathfinder Kingmaker has 21 unique potential advisers to help manage the Stolen Lands. Head a short distance up the slope and Jubilost will announce that this is the place he was searching for, giving you 1800G. There is a doorway blocked by an energy field. You will to some rocks which require an Athletics check (DC22) to climb. If you retrieve the armour pieces through intimidation, you can throw Kergan in jail or let him go. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. Alternatively, you may want to level up an advisor since problem events will start increasing in difficulty. You receive a letter from Svetlana expressing her concerns about Bokken. You will find out why trolls are not afraid of fire. If you had Jazon escort you to meet Hargulka, this can end peacefully. When you're ready to proceed, head west to the Verdant Chambers. A trolls appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. There is a hidden cache nearby with a Token of the Dryad. Bartholomew will join you at this point with information about the trolls' protection. Continue up the path and you will come across a ghoul standing outside a run-down cottage. You will find Waine among some trees, terrified. You are going to pick up a new companion shortly. Jhod tells you that Remus (the mad guy who told you where Tartuccio was in the first act) has been spreading fear among the people. Go northeast at the next junction and cross back over into Shrike Hills. At the next junction head southeast. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. Hopefully, that way only the Alpha will make it to your party in the initial instance and you can concentrate your attacks on him without his lesser brethren tripping your melee guys. 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. Go west along the northern edge of the map. Quicksave before trying to skin it - its hide is quite valuable. . All lead to Hargulka setting his minions on you and leaving so you may as well try the Intimidate option to get a few XP out of the confrontation. This is not essential but it moves the quest along organically. He will spam Searing Light which does quite a lot of damage. Before leaving, help yourself to provisions and minor loot from the containers in the hut. They do lots of damage, have high AC, DR 15/adamantine, breathe out poison gas and are immune to almost everything. The two containers near the doorway you came through hold minor loot. Continue west a short distance where you will come across a fallen tree that you can climb down (Mobility DC17). Summon Kanerah again and have her make Mobility checks to get back up to the tower and down again for a few free XP. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. You must go there alone! Speak to Corax and mention a reward and you will receive 400G. Jhod will also come and see you to report on the events at Bald Hill. Make your way along the wall and you will come to the location where you would have climbed up to. There is a hidden stash nearby with a Ring of Protection +2. Grab some minor loot from another crate and head back through the door in the north. Do not sell this weapon - it can penetrate adamantine DR which is a very valuable property. Ignore the door to the right because you will pick up a key for it shortly. If you met him on the road, you will find Rashor here. Manipulate the floor puzzle so that the lightning rune is showing. The Wererat Lair location is added to your map. Nice thing for a mother to say but it gives you an idea as to where to look. If you have a day to kill because you're waiting for an event, opportunity or project to complete before you hit the trail again, you're probably strong enough to take on Ratnook Hill. Agree to help him and he will ask you to test it on a dog. Interactions Bartholomew comes across as a perfectly normal person for a wizard, but if the player explores his shed they can find out that he is performing brutal experiments on a captured troll named Dimwit to unlock the secret of regeneration and immortality. Head up the stairs and kill the two Redcaps. On the other side, you will be attacked by a pair of Will-o'-Wisps. You will earn 375XP for saving his life. Head northeast from your starting position. Black Whip is a quest item in Pathfinder: Kingmaker. Unwanted LegacyQuick save and examine the anvil. You can rotate the plates and select certain symbols. Ask him about himself and what he's doing and he's not very forthcoming. A nymph will appear and then sic the monster on the main character. When you win, you get to make a choice. Apart from the DR, he's not that tough. As long as you let him keep the troll you should be able to recruit him as a councillor. One container holds minor loot while the other has a Belt of Mighty Constitution +4. Continue east and you will find a Spectre wandering around. When they're dead, you will find a Token of the Dryad on the ground nearby. Be careful when you reach the stairs because there is a trap (DC21) at the bottom. You may want to return to your capital to rest up and unburden yourself. A sack in the top right corner contains the final Dwarven Helm Shard (10/10). This is manageable at 5th level, although not terribly rewarding. Find Dragn and give him the Onslaught pieces. This will give Valerie a decent attack boost which she will need against his 29 AC. Climb the tree trunk and kill the Redcap at the top. The area is littered with traps. Quicksave before going down into the laboratory. The Greater Trollhound has 150 HP and a howl that causes fear. Head through to the next room and would you believe it? Rather than fight them fairly, you can target them with missile weapons if you go south a short distance. Finally, you will have a decision to make about the girl's fate. He asks you to retrieve a whip that the trolls stole. 38. Instead, continue northwest to the Ruined Watchtower. You will meet up with the Guardian of the Bloom again. You will have the opportunity to add Ekundayo to your party at this point. You can ask about the child to learn how he's being treated. Not yet you're not. Search a nearby container for the Soot-Blackened Gloves (3/5). Loot his remains for a Belt of Physical Might +2. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. There's also a hidden cache in the corner with a Token of the Dryad. The trapped (DC22) chest next to contains some Masterwork weapons and a Keen Longsword +1. Just to the north of his house is a crate containing a Taldan Warrior's Dog Tag, a Wand of Burning Hands and 799G. So not terribly useful. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Make a hard save at the entrance in case you get stuck. Retain Bartholomew. He will give you 3 potions of Cure Light Wounds and 100G before leaving. There's a stash of gold up here as well. When you reach the junction that goes south to the Bridge Over the Gudrun River, head northeast instead. There's another hidden chest here with a Heavy Shield +1. When they're dead, climb up and grab a suit of Leather Armor +2 and other stuff from a couple of loot caches. 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. The Ancient Will-o'-Wisp is quite nasty but it doesn't go invisible so you can hit it reliably. Exhaust his conversation options and, if you like, sell anything weighing you down to the merchant. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. so that you can claim the Refugee Camp. Assuming you've annexed the Kamelands, you will want to visit your new settlement there to recruit artisans. There are a couple of things to do while you're here. However, not all of them may best suit your realm and leader. There is a locked (DC20) chest in front of the house with some minor loot. Do not go in there yet - you'll come back later. Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. Go south down the lower passageway. When he succumbs to the sunlight, you will unlock the Know Their Weaknesses trophy. If you go south and east, you will come across another group of bandits. He gives you the key to his laboratory and tells you to wait for him. Search the back wall for a locked panel (DC21) containing a Frost Greatsword. After a couple of rounds, they will be joined by two Greater Giant Spiders. Before going into the village, you can explore the area. The Candlemere itself is located to the bottom left of the capital. You will then have a bunch of possibilities to resolve the problem. There will also be people waiting to see you. Jubilost is standing on the near side of the river. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. Make your way down the map to the village gate. Examine the box next to the cart. He will want to wait a while to ambush some trolls who come this way. Heal him for a small XP boost. Take the trail leading east and at the next crossroads, take the southwest path. You will want to grab the Demolisher heavy pick and someone who can wield it. You will also find Shaynih'a in the northwest of the settlement to initiate the Author Wanted errand. Otherwise it's worth a decent amount of gold. ALL RIGHTS RESERVED. Continue north and kill a bunch of Worgs and Greater Worgs. Loot the nearby crates to find a Dwarven Helm Shard (5/10) amongst other things. You will also find a Taldan Warrior's Dog Tag in another container and minor loot in a third. Just to the south of it is a hidden cache containing an Ancient Rostlandic Coin. Return to the trail and continue east at the junction. Equip it on anyone able to use it right away. Afterwards, Harrim will approach. 3. Three more are in the previous room. However, there's a lots to do before you go there. But not Grease so lay that down and then lay into them with the person wielding the Demolisher. The Lawful response here is the best. Continue east and cast Delay Poison (Communal) when you see the purple miasma. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. A couple of days before the curse develops, head back to your capital. 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. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. Let's just say that robbing the corpse may not bring you good luck. Cross the river and interact with the cliff to climb up. Start making your way back east, keeping an eye out for traps all the while. Take her up on her offer and she will give you a Ring of Protection +2. You are looking for the "[Lore (Religion) check passed]" option which is required for the best outcome for Harrim's personal quest. In the next room along is a locked chest (DC30) with the Hand of Magus Dann. And if it's blinded with Glitterdust, it's not too much of a threat anyway. Head through the gate and make your way northeast to the large tree in the courtyard. Afterwards, you can loot Vesket's body for his key (if you couldn't open the chest earlier), his unique trident, Bound Thunder, a suit of Hide Armor +1 and an Amulet of Natural Armor +1. This brings you out by the Troll Clearing. With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. Tristian will seem puzzled that the affair ended in violence. If you want to explore the final section of the upper level, unlock the door to the north and make your way around the school room and then back south to the other exits to the upper level. At the bottom of the stairs, you will fight a pair of Kobold Blades and a Trollhound. Return to the throne room and look for someone named "Storyteller" in the bottom left corner of the room. The Chaotic Good option is slightly more rewarding than the others. You can question him further about this troll, Kargadd, and you will learn that its weakness is sunlight. I ended picking the chaotic neutral option and told him to kill the troll. A hidden cache near the stairs contains a Torag's Pendant. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. Thank you, Valerie. Agree to investigate to initiate Kingdom of the Cleansed. Can only be obtained if visited Bartholomew Delgado during second stage of Troll Invasion. The ranger will join your group. He complains about the state of the roads in your barony, even though there is no way that this place can be part of your barony at this point. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. Once across, head west and follow the trail as it loops to find the Kobold Trail. When you're ready for a fight, go into the back cave. You will spot the Lonely Barrow to your east, but this is a bit high level for you now. Have Tristian or Harrim memorise Delay Poison (Communal) and Remove Paralysis. You have to find the Ruined Watchtower to the left of the fortress and go there. There are enemies in the courtyard below which Ekundayo can take care of. The Perception choice is probably the easiest to make unless you have a character with very high Intelligence or Charisma. He will die if trolls brought him below 0 health . To the side is a trapped (DC22) and locked (DC25) chest containing a unique heavy pick, Demolisher. He won't be around forever so take the opportunity to buy the Boots of Elvenkind he's selling. You will meet Kalikke inside and will have to dismiss your other companions to proceed. Ekun's leads aren't very good so far. Across the road, is spot where you can climb up to a small area if you pass an Athletics Check (DC22). Give this task to Tristian (Councilor). Vesket will tell you to go and speak to Stishchak in the Spirit Hut. If your Loyalty rank increased to 20, Tristian will ask you to make a choice. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. 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. Keep an eye out for a hidden stash of minor loot underneath a tree. Climb back down from this area and go immediately south. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. 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. Return to the world map and you will be back at the location where you met the escort. Back in your capital, go into Kalikke's house where you will meet Naiho, Elki and Tevi, the Sweet Teeth. When they're dead, you can grab a Token of the Dryad from nearby. Instead, make a Mobility check (DC22) to cross the gap to where you fought the wolves earlier. Search a crate by the side of the house to find an Ancient Rostlandic Coin. There is a stash in the south of the encounter area with a Torag's Pendant. You can now unlock the large doors. You can murder hm if you're in the habit of murdering harmless creatures. 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. Jhod will hand you a copy of 'Independence', the magazine containing Jubilost's article on your barony. Send just one person through the gate at the top to trigger the two Ancient Will-o'-Wisps, otherwise you'll get bottlenecked. After his turn, Ruthgert, the "First Faithful", will address the gathered throng.