Outside the chief's hut is a sack filled with minor loot. Gameplay [ edit] Agree to look for the boy to receive Loyalty +1. This will bring Jethal's quest to a conclusion for the time being. If you have upgraded Tuskdale to a town, you can construct a Printing House for free. Start constructing your settlement. Otherwise, answer how you please. The check itself is DC17. If you search the various containers you will find minor loot and a new recipe, Fish-on-a-Stick. Search a hidden chest a short distance to the right for a Robe of Earth and some gold. If the RNG screws you over, reload. Loot the remains and you will find a Coin with Callitropsia's Name and two Coins with Wilber's Name. Head further west for a challenging encounter against four Ferocious Worgs and an Alpha Worg. The mage loks a bit battered, but his defenses seem to be holding. Ignore the door to the right because you will pick up a key for it shortly. This will take a while because he has +20 to Fortitude saves and the DC starts at 20 and increases by 1 per round. Cast Delay Poison (Communal) and head east where you will come across four Greater Monitor Lizards. This is the enemy that would have prevented you from escaping through the main gate earlier. Bokken will apologise (as he bloody well should) and the quest will be complete. You should have six or seven days until you need to pay attention to an Ancient Curse and four or five days until Bokken's Alchemical Workshop is complete. Pathfinder: Kingmaker - Wikipedia Head back down and return to the fork in the road. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. You may want to quicksave if you let the dog go. Act 2 - Troll Trouble - Pathfinder: Kingmaker - GameFAQs Lightning protection will defang the creatures while you take them out. Afterwards, you will have to make an alignment-based choice: Your choice will determine options in a future kingdom event; see here for details. Approach the wererats to the north but don't immediately attack. Defeat all enemies, and if Tig is saved, speak to him. Can only be obtained if visited Bartholomew Delgado during second stage of Troll Invasion. Thank you Tristian, I was going to talk to him anyway. There's some worthwhile loot there if you want to grab it. Have someone equip the Demolisher and put Freedom of Movement on your frontline. Talk to him to begin this quest. Now that Troll Trouble has begun, this place has become a lot more interesting. Invisibility or Stealth and Freedom of Movement together with Expeditious Retreat. There are a number of houses dotted around the square that you can burgle. Head outside into the square. If you head down to the courtyard, you will find a locked chest (DC21) near the gate containing a scroll of Haste and some gold. Keep going and you will reach the village proper. Continue east and you will pass Empty Skull Rock to the south. 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. Make your choice and return to Bokken. You may want to return to your capital to rest up and unburden yourself. Stinking Cloud will disable out the mass of them. Head to the world map and make your way to Silverstep Grove. He drops a unique dagger, Arcane Protector, a Cloak of Resistance +2 and a Headband of Vast Intellect +4. You will be attacked from front and behind by three War Wisps. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. On the other side, you will be attacked by a pair of Will-o'-Wisps. Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. Backtrack to the previous room and unlock the door to reveal a balcony. Tell her that you know what happened to the village and you will be able to choose a version of events. One of the doors upstairs is locked (DC17). Continue further east and you will find an Amulet of Natural Armor +1 hidden in the grass. To advance the quest, read the walkthrough of The Nature of the Beast main quest. You can learn more about the history of the area by asking about the village. If you succeed at a Knowledge (Arcana) check, you will figure that it's an invisible creature controlling the child telepathically rather than a spirit possessing him. Before you cross over into the Dire Narlmarches, you'll probably want to rest. Before leaving the area, grab a stash of minor loot (locked, DC22) to the right of the exit. When they're dead, you'll have a tricky series of speech checks (DC30). When you return to the Throne Room, there will be a new piece of Curse research waiting for you. Continue west and kill a group of wolves. He directs you to mage named Bartholomew to find out more about these trolls. Continue west and west again at the next junction and eventually you will arrive at the Dwarven Ruins. However, if he's surrounded by melee attackers (besides your guys and Dog, there are four Lizardfolk Sentinels fighting alongside you), he will provoke attacks of Opportunity and be struck down. Grab Jaethal's Old Dagger and make sure that Jaethal is in your party. You can make this easier by ignoring the cart for the moment and heading north to the ponies standing by the cart. Letting him keep the armour locks you out of Dragn's masterwork for no benefit whatsoever while killing him will cause the quest to fail. 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. If Octavia isn't with you, you may need a dose of Inspire Competence. Go back to your fortress and enter the tavern (either select it when you go to the fortress or exit the throne room and go all the way to the right to see the marker leading to it). If you are able to, get Unbreakable Heart on Valerie, Amiri and / or Dog. There's another hidden stash in the rocks to the south which contains minor loot. 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. The one to the south of the square contains a tricky (DC29) chest with a Light Mace +1. Not yet you're not. Later in the game, you will want to increase this reserve. If your main character is a Paladin, you're in luck. Annexing the Kamelands is also required to unlock Tristian's companion quest. Hit the road again. Saving Bartholomew? : r/Pathfinder_Kingmaker - reddit Return to the main path and cast Resist Electricity (Communal) on your party. He will throw three fire bombs per round. You are told that you need to "Defeat the monsters" and "Get the key from the dungeon". Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. Say that you're surprised to see a trader here and you will be able to try to Intimidate him (DC25). Remove any armour from the party member with the highest Athletics ability, quick save and interact with it for a storybook segment. You have a choice. Drops from Kobold Sniper (Guiding Beacon) in Troll Lair Depths. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. Unwanted LegacyQuick save before examining the glowing rune on the back wall. When they're dead, you can grab the other two Gloomberries and search a log to find Shard of Knight's Bracers (6/10) and a Token of the Dryad. By the way, do not forget to add the nearest region to your kingdom. With 73 HP, the Worgs are tough but the Alpha is something else. Loot his remains for a Belt of Physical Might +2. At some point, Bokken will visit to give you your first gift. After killing the enemies, look to the left of them for a hidden log containing some gold. So not terribly useful. You will now be able swap between them using the Action Bar. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. At the end of the corridor is a hidden cache with minor loot. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. 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. When it's clear, you can head down to the Ancient Tomb. He's not really worth killing, however - he gives 0 XP and meagre loot. When they're dead, loot another Taldan Warrior's Dog Tag from the undergrowth near the rocks. Make your way to the northeast corner and kill some more oversized amphibians and grab another Token of the Dryad. Head south and you will come to slope you can climb down (Mobility DC21). Select "Settlements" and click on Tradegard. 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. Don't decide what to do with Remus right away. Like all good villains, he will reveal his motivations and then you get to make a choice. There is another floor puzzle in this room which you can simply make a note of for the time being. You will have a scripted event on the road. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. Unlock the door to the north but don't charge in because there is a trap (DC20) on the floor. Do not cross yet. There's also a hidden cache in the corner with a Token of the Dryad. Speak to Kagar and Tig who will leave to return to his mother. Talk to the witch Old Beldame and learn that, apparently, she did not do anything wrong. Once you get to the other side, look in the undergrowth to the left for the Cloak of the Winter Wolf. Head north out of the village and take care of some Dire Boars on your left. She will thank you for killing the Stag Lord and will promise a valuable reward. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. Instead, make a Mobility check (DC22) to cross the gap to where you fought the wolves earlier. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. However, Ekundayo is a stealthy sort. Firstly, he provides redundancy in the Grand Diplomat post. From the Ruined Watchtower, head southwest and cross the Murque River. Buff Amiri up and head along the path a little. Cross back into Kamelands where you will pass Bald Stones to the north. Which monsters and which dungeon are unspecified at this point. I let Octavia boss me around and prevented further experiments. If you have Nazrielle's Cursed Sword, pay a quick visit to your settlement to give it to her. In a land that is currently lawless? You receive a letter from Svetlana expressing her concerns about Bokken. Before embarking on another quest, you may want to spend some time on kingdom management. Shortly after combat begins, a fear effect will be triggered but Remove Fear negates this. From the junction, head northeast to cross over into Varnhold and continue northeast to cross the Crooked River. 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. This is an optional dungeon that gradually opens up as the game progresses. Inspire Competence is useful too. When they're dead, climb up and grab a suit of Leather Armor +2 and other stuff from a couple of loot caches. Head to Shambling Steps (your settlement in the Kamelands) and talk to Nazrielle about her missing assistant. When they've been taken care of, return to the bandit room and go up the northern passageway. They depict the creation of a phylactery for a lich and the lich slaughtering innocents. Don't climb up at this point because it will put you at a disadvantage in a tricky encounter. Go to Shaynih'a and tell her what Storyteller said about about her Spear Fragment to conclude her quest. This is another dwarven relic that will have Harrim musing on the inevitability of death and decay. If you read the quest description, Linzi will mention bringing a few potions of Invisibility. Help them and find out about a mage living nearby. 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. Unfortunately, he'll stand at distance and pelt you with rocks all the day long. The Sentinels and Archers are the same weaksauce creatures you fought earlier. Terrorizing Tig is a bonus. Make a note of this location because you will be back here much, much later. They're mostly low level and no threat. Climb back down from this area and go immediately south. After killing it, go back and report on completing your task. If you are able to, building a Bulletin Board (Lawful alignment only) is also a good idea. Check out your Personal Chambers where you will find a Flail +1 on a table next to your Personal Stash. Head to the villages entrance and tell the guard you want to talk to the leader. Initially, only the Young Hydra is in aggro range. To the left of your fortress, there is a Ford Across the Skunk River location. Heal him rather than finishing him off. You will find the dog near where Amiri used to train. pathfinder: kingmaker bartholomew release troll This brings you out by the Troll Clearing. There are enemies in the courtyard below which Ekundayo can take care of. Summon Kanerah again and have her make Mobility checks to get back up to the tower and down again for a few free XP.