Claim the Abandoned Laboratory near Lone House on your way. However, you should ignore it for the time being. She complains that her son Tig has run away and that she's not been able to find him. Quicksave and go east for an illustrated book episode. Tell the Berserker that you wish to speak with their chieftain and you will be taken before him. Head back through the gate and find Kagar. There's locked door on the left of the room. There are plants along here called Mudleaf. Continue round the walls to find another trap (DC26). Backtrack to the previous room and unlock the door to reveal a balcony. There's a key elsewhere on the level but you may be able to pick the DC22 lock anyway. Another trap. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. Before speaking, you might make a Perception check (DC 20) to notice that he is exhausted. You will find it to the south of Bridge over the Gudrin River. You can pick up part of a relic set so it's worth a visit. Afterwards, give Kanerah the Disk of the Eclipse. Select it and Harrim will call you a blasphemer and strike the anvil a second time, knocking a jewel free. Turn your attention to the Owlbear which is still all but impossible to target from this side. He was caught in the blast from one of the traps and is now too frightened to move. When you do, hostilities will ensue. Have at least one ally equip a cold iron weapon. Afterwards, head back north to the Murque River. Take the coins and show them to the ghost. There's a tough enemy encounter here but a nice weapon to grab as well. Go south down the lower passageway. However, to do anything you need to prise off the lid. Ask about Trobold and you can question him about Tartuk and Hargulka. To the side is a trapped (DC22) and locked (DC25) chest containing a unique heavy pick, Demolisher. Put them on the altar to complete the quest and allow the ghost to finally rest in peace. Go there, explore the area and help the gnomes, who were attacked by kobolds led by Tartuccio. Return to the main path and continue south. This will allow you to complete Amiri's first companion quest. Head through to the next room and would you believe it? Continue south and clear a pair of traps (DC23 and DC21) from outside the double doors leading west. 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. When you leave, Shimmerglow will summon Vesket and his guards. Note that you still want to keep Harrim in your party. The Silky spams Hold Person and Hideous Laughter, targeting the character with the lowest will save so kill her as a priority. Head south back towards the village. Try visiting his house before he was in danger (Maybe that would solve it). He wants you to take him to any dwarven ruins you find. Sense Vitals is useful on anyone who can cast it. Give them to Melianse and she will offer to be your friend. If you are able to, building a Bulletin Board (Lawful alignment only) is also a good idea. You're not very bright, are you Tristian? Assuming you killed Hargulka, you can loot his remains for some very decent stuff: the unique Mallet of Woe, a Belt of Physical Might +4 and the Iron Dwarven Key which will allow you to open the remaining doors in the complex. They will spend the first round buffing themselves so hit them with Stinking Cloud and see why it is so highly rated. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Pay attention to the Sniper at the back of the group because it is somewhat dangerous. Go northeast at the next junction and cross back over into Shrike Hills. You can learn more about the history of the area by asking about the village. Around this time your emissary will hassle you about the trivial matter of Oleg's taxes - it seems that the rascal has neglected to pay them. Before leaving the area, grab a stash of minor loot (locked, DC22) to the right of the exit. Hopefully, your buffs should keep you safe: it will breathe fire to little effect and miss with its other attacks due to concealment. Therefore, you have to get into melee range so that he attacks, walk away (and eat the attack of opportunity) and so on until he stands on the sunlit spot. Head to the villages entrance and tell the guard you want to talk to the leader. After it's dead, Amiri's companion quest will complete. Go there and interact with it. After killing them, look for a concealed log containing some gems. He's not pleased. This may be sufficient to reveal a trap (Perception DC36) across the passageway. There is a trap at the bottom of the nearby stairs so don't go down there at this time. While exploring this area, you will have a fixed encounter at some point. Designed for use with the rules in the Pathfinder Beginner Box and the perfect bridge to the exciting options of the full Pathfinder Core Rulebook, these adventures take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home! After a couple of rounds, two Dire Venomwolves will emerge from the portal. Continue east and you will pass Empty Skull Rock to the south. Just to the left of your starting point is a hidden stash with minor loot. pathfinder: kingmaker bartholomew release troll. When they're dead, you can find a Taldan Warrior's Dog Tag among the rocks to the right. When they're dead, loot a Masterwork dagger and Amulet of Natural Armor +2 from the lost sister. When you reach the junction that goes south to the Bridge Over the Gudrun River, head northeast instead. Sevintan 4 yr. ago I just did this with Strengthen enemies, though it took two tries. If you need to waste the last few hours before an Ancient Curse develops, just head out onto the world map near your capital to make time pass. 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. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. You will be able to find a couple since someone will be able to make the necessary Mobility check. Hug the left side of the path and climb up the hill to the left. Head south at the first junction and then turn west. So Shall You ReapBe polite if you want to stay on the Guardian's good side. Bartholomew will join you at this point with information about the trolls' protection. From the junction, head northeast to cross over into Varnhold and continue northeast to cross the Crooked River. The Trolls are dangerous but that Kobold is a little bastard. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. At the next junction, you will be able to claim another resource, Ancient River Bed. Make your way to the area exit. Head outside into the square. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. These are fairly powerful creatures with 102HP and a nasty acid spit attack. Remember to disengage Defensive Fighting - Valerie will need 20s to hit otherwise. Sleep in the camp site in the northwest of the area and when Viscount Smoulderburn attacks, protect yourselves with Resist Energy (Electricity) and Remove Fear. You may want to claim the nearby Remnants of Dwarven Fortifications. So Shall You ReapDon't pursue the fleeing cultists. Sartayne is a 7th-level Magus who will summon two leopards and then spend several rounds self-buffing, starting with Mirror image. Grab a Token of the Dryad from around the roots and buff up. Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). bite vs Anton: 1d20 + 15 (1) + 15 = 16 claw vs Anton: 1d20 + 15 (16) + 15 = 31 You can take out the Alpha Worgs for the extra XP if you like, or you can simply concentrate attacks on Ivar. Make your way back round to the schoolroom where you'll find that a chest has appeared in front of the sun and moon statues. At the top are three traps and a pair of patrolling Redcaps. There's some worthwhile loot there if you want to grab it. When the enemies are dead, clear the spike trap (DC25). You can pick up this quest after you visit Bartholomew during the Nature of the Beast quest. You can then visit him after Season of Bloom, and he will have reset again. It is located in the west of the region. When you enter you will be met by a lizardman named Kagar who mentions a "youngling". This is another illustrated book episode. Your envoy informs you that money is missing from the treasury (-30BP). Foes No MoreTartuk is one of five enemies that you can turn into an ally. Instead, make a Mobility check (DC22) to cross the gap to where you fought the wolves earlier. You can loot a large quantity of chocolate, honey and sweet syrup from the various containers. The BLT is no more powerful than the creature you fought at the Temple of the Elk ages ago. In the Swamp Witchs Hut location, which we have already encountered in the Lost Child and Gnarled Branches quests, look for the village in the lower part of the map. You'll have a number of choices to proceed. Cross back into Kamelands where you will pass Bald Stones to the north. Send them to wolf heaven and search among the remains of various meals for some minor loot. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. This will take a while because he has +20 to Fortitude saves and the DC starts at 20 and increases by 1 per round. The next time you go into Kingdom Management, you will find two new pieces of Curse research. Regardless, exhaust his conversation options for background information and make a note of where he is. He says that the brands are applied with some kind of artifact rather than by hand and then gives you a Wand of Acid Arrow. Search among the undergrowth to the right of the bridge for another Taldan Warrior's Dog Tag. Keep an eye out for a hidden stash of minor loot underneath a tree. The next time you level up an advisor, make sure it's the Treasurer; otherwise you don't receive bonus BP for your ranks in other areas. Which monsters and which dungeon are unspecified at this point. At some point (and the fact that it's "at some point" and not "always" is annoying), you will have a scripted encounter. You will spot the Bandit Camp to the east. Once there, seek out Bokken and ask him to be your court alchemist. At least two of those are subject to attacks of opportunity so they shouldn't give you much trouble. The leader of the motley crew drops a Token of the Dryad while one of the other bandits drops a Heavy Crossbow +2. Otherwise you can make a Strength or Dexterity check to start a fight at an advantage - either one troll down or the kobold shaman out cold. Stand just outside their perception range and drop a Web on top of them and follow it up with Grease. before heading north. The next thing you want to do is claim the Outskirts which cause 14 days to pass. Ask who they are and, if you don't have any yet, you can ask Tiressia for five feather tokens for Melianse. Go the trader nearby and buy Varrask's Tools for 50G. He tried to curse you! The group nearest you comprises a Troll Rock Thrower and two Kobold Snipers. That would have come in useful just now! Head east and look for a stash containing a Token of the Dryad among some bushes. He will buff Hargulka and then pelt you with Magic Missiles (note that he is immune to these). When he succumbs to the sunlight, you will unlock the Know Their Weaknesses trophy. There is also a well that you can interact with. Continue east to an abandoned hut. 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. Explore and conquer Stolen Lands and make them your kingdom! Cut your way through three Hodags and when you reach a cave entrance, buff up seriously. If you head up the nearby slope, you can climb up the wall if you make the necessary Athletics check (DC18). The one to the south of the square contains a tricky (DC29) chest with a Light Mace +1. The letter invites you to visit and unlocks a worthwhile project, Trade Agreement with Maegar Varn. Bring up the map and you will see a building labelled as "Sartayne's house". If you're able to kill them, loot the dead bodies nearby for a suit of Studded Leather +2 and some minor loot. If you want some pointless combat, head east up the slope where you will face a pair of Hodag-like Treants. One of the chests is a Mimic. There is a short cut up the slope which requires Lore (Nature) followed by Athletics to negotiate. Try to avoid being flanked so they don't inflict large amounts of sneak damage. This encounter will give you the name of the troll leader, Hargulka. The Candlemere itself is located to the bottom left of the capital. Pathfinder: Kingmaker is your initial isometric party-based computer RPG set in the Pathfinder fantasy world. The biggest threat is a level 7 Transmuter who will Haste his allies and then Slow you. He'll help you later if you let him live. He is a rather sketchy individual, but agree to investigate anyway. Lightning protection will defang the creatures while you take them out. You can also have some preparation time and go to the place by yourself (left part of the map). After your victory, talk to Bartholomew, go to his laboratory and head down. Just before crossing over into Dire Narlmarches, camp. You will pass Iron Mine, a kingdom resource, to the north. If you have access to something like Hold Monster, it will come in useful. Deal with it and Delgado will point out the mark on the creature's skin. F. Lone House - Pathfinder: Kingmaker Walkthrough & Guide - GameFAQs Save your game before talking to Jennas son, Tig. You may want to rest here if you used up valuable abilities in the Monster Den. The quest is completed. 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. As you approach the area exit, there will be more Tatzylwyrms to steamroller and a hidden stash next to the road with minor loot. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. If you back out of the kingdom management interface, you can enter it again by clicking on the table in front of your throne. In fact, you have 13 days and 8 hours left because when the timer reaches 14 days, stuff will start happening. You have to kite Kargadd into the area with sunlight. Ask her what she wants and she will give you a letter to give to Hassuf. You may want to quicksave if you let the dog go. Be careful at the top. Do not go through the gate, because you're not able to target the Owlbear beyond (a stupid interface issue). Follow the water round and you will find a satyr named Falchos and a dryad named Tiressia in conversation. If you can't open it. Thank you Tristian, I was going to talk to him anyway. Immediately south is a hidden panel in the wall which contains minor loot. The quest will be completed. You will immediately be thrown into combat against 4 Tatzylwyrms, 2 Greater Tatzylwyrms and a Nixie Prankster. Continue west and you will see Mud Bowl to the south. And it might be worth a trip back regardless to acquire a new quest. Unlock the door next to it leading to a treasure room. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. You will come across a group of bandits around a covered wagon. There is a hidden stash nearby with a Ring of Protection +2. Select "Search for traces of the campers" for a Perception check (DC20) to hear screams from the east. Valve Corporation. You will learn that the creature is manipulating the Lizardfolk to feed off their fear, shame and misery. Secondly, he provides merchant services in your throne room. Among the Kobolds prioritise the Boomsayer and Sniper. 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. Continue up the path and you will come across a ghoul standing outside a run-down cottage. Have someone equip the Demolisher and put Freedom of Movement on your frontline. Instead ask how you can help to learn that he needs two coins to put over his eyelids. 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. The Old Beldame will come out of the house and you can now go into the garden. pathfinder: kingmaker bartholomew release troll Continue north and you will bump into two Kobold Sentinels. Loot the bodies of the trolls to find a Torag's Pendant and a unique greatclub, The Crusher. Nice thing for a mother to say but it gives you an idea as to where to look. You can take this if you like - skip ahead to the audience with Hargulka and then come back up. Afterwards, you can grab some minor loot from the container. When you've defeated it, head all the way east to find a hidden cache containing a Wand of Crushing Despair. 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. There are three rooms to the side. There is a chest at the end with some minor loot. There's little point in doing further exploration for the time being. Note that the Lawful Good response really does lead to no reward. 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. If you have any throne room events pending (for example, advisor rank-up events), go there and deal with them. You will to some rocks which require an Athletics check (DC22) to climb. Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). You will finish the quest by leaving the location. 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. When you defeat him, he will shift back to human form and you have to decide what to do with him. Before going in, you'll want to rest, however. The enemies don't drop loot worth a damn but there is a locked (DC30) chest to the south of them with a Light Shield +2. If they give you trouble, hit them with Stinking Cloud. Head back to the path and as it curves around, turn to the northwest. When you've dealt with them, you can find a Token of the Dryad in the bushes to the north. If you tell him to free the troll, Valerie will come over all Lawful Stupid. Backtrack and make your way east along the northern bank of the river. Afterwards, speak to Rashor and he will invite you to his village. Afterwards, search the body on the ground for the Dirty Travel Log. If you followed my Linzi build, she will have a Perception of 21 at this point. Pick up Nazrielle's Cursed Sword from the ground. 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. If you bring him Kagar, the old Lizardman you met outside the village. If you follow the "your house" line of questioning, you can mention his family. Backtrack to the corridor where you fought the skeletons and follow it around. 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. You'll also want to keep one of your High Priest, Regent and Councilor free. The Nereid will summon a Huge Water Elemental and use Confusion. Back in the throne room, Kassil may have news of Jamandi's response to the way you (mis)handled Oleg's tax issues. Stick this on Kalikke if you're using her, otherwise Octavia could use the extra boost so that she doesn't get fatigued so readily. At some point, Bokken will visit to give you your first gift. Head south towards the Skunk River. He'll drop some tidy loot: a Keen Scimitar +1, a Mithral Chainshirt +1, a Belt of Giant Strength +2, a Ring of Protection +1 and a Cloak of Resistance +2. The ranger will join your group. You probably witnessed the "cleansing" he talks about. Make your way down the map to the village gate. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. However, be careful that you don't accidentally have her try to punch enemies. However, there's a lots to do before you go there. The latter is quite powerful and uses Rapid Shot so take it out as a priority. However, if one fails, you can attempt another. Clearly he's not all there. Vesket will charge him and be struck down. Dimwit continues to attack Bartholomew, ignoring everything else. Given his evil nature and all the blood in the cellar..the choices are obvious. Yup, I took him and screwed Octavia. Harrim will punch the anvil, smashing it. It's not tough but it has a ranged attack that causes the entangled status. Tristian will break the news that the curse wasn't lifted, merely abated, initiating part 2 of An Ancient Curse. You then need to refrain from attacking him until he finally succumbs to the sunlight. You simply need to return to his house and offer him a place at your court after finishing the main quest. Hopefully, you can charge them down before he causes you too much trouble. Besides the XP, there's not a lot of point. You need to pass an Athletics (DC26) check to get up there and there are three Greater Enraged Owlbears stalking the place. Exhaust his conversation options and, if you like, sell anything weighing you down to the merchant. The well is to the left of his house. Return to your capital and go to the Capital Square. They are stooped, fantastically ugly, and astonishingly strong - combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. Tartuk doesn't have many HP but he has an extremely high AC. Leave and return to the main trail. Click on the cart to start an storybook sequence. Your email address will not be published. Head down the path and meet a dog. Check the timer for the Ancient Curse quest. It's not on your quest list, but there's something you can unlock now rather than later. 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. You may want to have the character with the highest Persuasion skill down a Potion of Eagle's Splendor and quicksave. You cross Bridge over the Gudrin River. Return to the previous room and unlock the other door. You'll need to harvest three of them shortly so you may want to get this out of the way. Eventually, they will decide to duel. A gnome on the riverbank is calling for help. Both locations yield decent loot and are worth the trip. It won't inconvenience Hargulka too much but it may well take Tartuk out. Head to Narlkeep and return the armour to Dragn to make him a happy dwarf. 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. 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. We'll follow after him later. They drop Masterwork longswords. Head across the river and go west to find a couple of Kobold Sentinels fighting an uneven battle against a trio of Ferocious Wolves. Buff up when you get across because there is another Nereid battle. Bokken will apologise (as he bloody well should) and the quest will be complete. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). Make a note of this location because you will be back here much, much later. Search the containers by the campfire for minor loot, lots of cheese and a useful pair of Swiftfoot Boots which work well on a less mobile character like Valerie or Harrim. If you choose to wait, three hours will pass after which two Trolls and a Branded Troll appear. The Greater Trollhound drops an Amulet of Natural Armor +2. This brings you out by the Troll Clearing. Continue northeast and turn left at the crossroads. For the upcoming mission, you will want one or more of the following: You may want to equip yourself with equipment that boosts these abilities: Strength and Dexterity boosting gear, Boots of Elvenkind, Eyes of the Eagle and so forth. After you've dealt with them, search the bushes to the left of the path for a Taldan Warrior's Dog Tag. Examine the fallen tree to find Nyta's Letter and an Old Wedding Ring. Talk to him to begin this quest. Otherwise, you need to let him go, drive him off or have him killed. You might expect by now that there will be some tough creatures up here and there are: two level 14 Owlbears. You might as well sell him back his key (2 gold). When you finish speaking, he will leave. Regardless, you're done with this location for the time being. Guiding Beacon is a quest in Pathfinder: Kingmaker. Let her tell her story and you will earn 600XP and gain a new artisan. The Nereid projects a Fascination aura that stops anyone attracted to females dead in their tracks. Three more are in the previous room. Go a short distance southeast for more wisp-on-wisp action (an Ancient and two War Wisps). Fireball Trap (Perception DC 22, Trickery DC 22 - 36 exp): 5d6 fire damage if triggered (Reflex DC 16 for half). When they're dead, you will find a Token of the Dryad on the ground nearby. Version: 1.1y | Updated: 02/20/2023 FAQ of the Month Winner: October 2021 | Highest Rated Guide. Head across to the other side of the square and look for Nazrielle. There are a couple of other things to pick up while you're here: a Token of the Dryad in the bushes and a Taldan Warrior's Dog Tag by the lake. Leave the town and bring up the kingdom management screen. There is a Branded Troll accompanied by seven Trollhounds just below your current position. If you fail, curse and reload the save before the battle. He will hint that he can make something truly amazing if only he could get his hands all three volumes of 'Of Transmutations and Bodily Poisons', initiating his artisan's quest. Follow Tristian out to the Capital Square. Bartholomew Delgado - Pathfinder: Kingmaker Wiki The Troll 1 continues attacking Anton, but Troll 2 turns his attention to Ekun who is weilding the acid infused greatAxe. When they've finished speaking, How to Build a Kingdom will start and you will have a tutorial for managing your barony. Vesket will tell you to go and speak to Stishchak in the Spirit Hut. Ignore it again and continue deeper into the trees. Make a hard save. Go to Shaynih'a and tell her what Storyteller said about about her Spear Fragment to conclude her quest. Assign an advisor to the problem immediately, because ignoring the problem will wreck your barony before it's even properly started.