A messenger hands you a letter for Valerie. Kanerah and Kalikke will swap places a couple of times. Further along, you will fight an Ancient Will-o'-Wisp and two War Wisps. It won't inconvenience Hargulka too much but it may well take Tartuk out. Otherwise, you need to let him go, drive him off or have him killed. Clear the DC 22 trap from the floor before you accidentally set it off. 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. 6 days ago. There are three Trollhounds in the first room which serve as a good demonstration of the power of the Devourer of Metal. There are two Lizardfolk Sentinels just past your starting point. Otherwise, level up another advisor. Don't rush into the eastern corridor because there are two traps just past the doorway. Question him and then follow him around the place. If the player manages to rescue him from the trolls, he will assign the quest Guiding Beacon. Defeat all enemies, and if Tig is saved, speak to him. There is a Ferocious Slurk to take care of. Waine.
Bartholomew's House : r/Pathfinder_Kingmaker - reddit There's a secret door in the wall leading to a room containing a trapped (DC22) and locked (DC18) chest containing a Cloak of Resistance +1, Bracers of Archery and some unusual cooking ingredients. Return to the place where you fought the trolls and kobolds and head west. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. Lone House, Bartholomew Delgado, Bridge over the Gudrin River +1 +3 dodge bonus to AC, immune to nauseated: Beastrender: Falchion: Goblin Fortress +2: . There are two Ancient Golems in the room beyond. 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. A little further on is another trap and another patrolling Redcap. There are two Fighters, an Alchemist, a Rogue and a Bard. After killing them, look for a concealed log containing some gems. Wade into the river to where the cart is stranded. There is a building in the north of the area that requires a key so ignore it for the time being. Backtrack to where the slope forked and go right.
r/Pathfinder_Kingmaker - The "legality" of Bartholomew You will meet up with the Guardian of the Bloom again. However, be careful that you don't accidentally have her try to punch enemies. Ask him what he's doing and ask about the dwarven outpost. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. 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. Keep to the left and you should bump into a bunch of stealthed bandits. Go there, explore the area and help the gnomes, who were attacked by kobolds led by Tartuccio. Amusingly, if you browse his wares, he has Volume 2 in his stock. 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. If you read the quest description, Linzi will mention bringing a few potions of Invisibility. If you stand in the location shown, you will avoid it. Unlock the square container (DC26) for a unique greataxe, Second Execution. You will have to wait a while for the quest to update. Kesten Garess will meet you to give you a whistle-stop tour.. Continue up the path, but hug the left side so that you don't trigger an ambush from an Ancient Will-o'-Wisp because you can't target it from here. If you killed Tartuk first and are evilly aligned, you can make Hargulka your vassal (or release him) instead. He was caught in the blast from one of the traps and is now too frightened to move. You will also see a new quest appear, Beneath the Stolen Lands. Travel to Old Sycamore. Show him the coins you gathered from the Ancient Will-o'-Wisp and his pals for an XP reward. In a bad case of writer's pet, if Regongar is in your party, he will override you in this matter and attack the children. Back in the throne room, Kassil may have news of Jamandi's response to the way you (mis)handled Oleg's tax issues. This is part of a puzzle in the dungeon and you can 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. Send them to wolf heaven and search among the remains of various meals for some minor loot. Search to the right of the Hodag's Lair to find a Shard of Knight's Bracers (5/10). Before you cross over into the Dire Narlmarches, you'll probably want to rest. Win or lose, Valerie will get something to remember Sinnet by: a scar across her face. Head northeast from your current position and cut your way through four bears. If you can't see the trap, don't worry. It costs 400BP (or equivalently 32,000G) and an additional 50BP to build a settlement. When they're dead, search the ground nearby for another Melted Shard of a Ring (4/13). There's some worthwhile loot there if you want to grab it. If you want a bit more treasure, head over to the northeast corner where you will find an Alpha Wolf and a trio of Ferocious Wolves. Remove any armour from the party member with the highest Athletics ability, quick save and interact with it for a storybook segment. It doesn't sleep on a pile of gold, but there is a body in its lair with some fantastic loot: a Flaming Earth Breaker +2, the Taldan Whip (2/5), the Professor's Hat and an Extend Metamagic Rod. 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. If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. Head across to Shaynih'a and she will give you a Spear Fragment to show to Storyteller back in your capital. If you don't, he will help you later. You will learn that Tartuk was brought back to life but cursed to actually be Tartuk rather than merely pretending to be as before. Otherwise, let him go. If not, cast Expeditious Retreat (if you can), drink a potion of Invisibility and head up the stairs by the Manticore. Just before crossing over into Dire Narlmarches, camp. Head south at the first junction and then turn west. Search the back wall for a locked panel (DC21) containing a Frost Greatsword. A Branded Troll will make his way up the stairs to where you are fighting the Rock Thrower and more Snipers will move around the walls to attack you. The Spirit Hut is in the northeast corner of the village. If you passed a diplomacy check when speaking to Ezvanki during your ennoblement ceremony, 'Ezvanki's Offer' is a no-brainer. You can learn more about the history of the area by asking about the village. Kalikke will note the ruined tower and point out the boss of the area. Head into the cave. They shouldn't cause you too much trouble, particularly if you blind them with Glitterdust. Go back to the previous room and go through the door to the west. Upstairs, you will find a couple of Branded Trolls and some Trollhounds along with three containers. There are three rooms to the side. You may want to rest before tackling the Troll Lair Depths. When you've dealt with them, you can find a Token of the Dryad in the bushes to the north. Time to find out why Jenna sent us on a wild goose chase. The crates in the cart contain minor loot and supplies. If you are not able to cast the basic cantrips (acid splash, jolt and so forth) bring someone who can, such as Octavia. Tell them to think for themselves. Search a nearby body for some minor loot and a Greatclub +2. It will trigger the quest. 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. You can then visit him after Season of Bloom, and he will have reset again. Another trap. In the next room along is a locked chest (DC30) with the Hand of Magus Dann. Try and make the Diplomacy check because it's worth a substantial 720XP. She's looking for an author to write about her adventures. A woman named Jenna Tannersen will appear in your throne room around this time. There is another group of Dire Boars further down - this is one dangerous village! This initiates the Troll Trouble quest. Across the road, is spot where you can climb up to a small area if you pass an Athletics Check (DC22). Select one of the events to go to the throne room. One of the chests is a Mimic. Note that you cannot proceed further into the keep. You will learn that this place is known to the trolls and kobolds as "Trobold". Fairly shortly, you will have a scripted encounter. Follow the water round and you will find a satyr named Falchos and a dryad named Tiressia in conversation. Head through to the room that Kargadd emerged from. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. Outside the chief's hut is a sack filled with minor loot. Ask about "other dangers on the road" and a location named Hodag Lair will be added to your map. STR: 16, DEX: 20, CON: 14, INT: 10, WIS: 13, CHA: 10. Ekun should concentrate on killing the Nereid from a distance that leaves him unaffected by her aura. This will take you out of the sequence and give you another chance to quick-save. Move your party to the right of the coffin before you attempt to get the lid off. Wander among the houses grabbing minor loot from the various containers. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. If you do so and Octavia begins to verbally bait him, you must intervene or fight him. Regardless, exhaust his conversation options for background information and make a note of where he is.
Dimwit - Pathfinder: Kingmaker Wiki The ghost will say that it cant fall asleep because of the lights visible in the well. You have an invitation from Maegar Varn to pay him a visit. Continue east and you will find a Spectre wandering around. Conclude any business in the capital and make your way to Narlkeep. Inside the room, you'll find an Emerald in a locked chest (DC26) which you should hold onto if you don't already have one. At the bottom of the stairs, you will fight a pair of Kobold Blades and a Trollhound. Make a hard save. Head south towards the Skunk River. Continue east and you'll spot the man responsible for the traps, Bartholomew Delgado. If you are a melee-capable character, arm yourself with the Cold Iron Dagger since the Redcaps have 60HP and DR 10/cold iron. You will earn 375XP for saving his life. And so the quest begins. Being able to recruit Bartholomew as an advisor later brings two benefits. Backtrack and go east and you'll come across another group of wolves. Interact with it and you can detect magic and gain some XP if you succeed at a will check. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). Give Bokken the books you've found to update his quest. To unlock a later region upgrade for South Narlmarches, you must select "I'll help you fight the monster". The two chests to the right of the throne contain gold and minor loot. Again you have a number of responses. Jhod will also come and see you to report on the events at Bald Hill. and speak to Bokken. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. It is also stalked by four Venomhodags which are moderately nasty creatures. You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. Ask who they are and, if you don't have any yet, you can ask Tiressia for five feather tokens for Melianse. Return to the path and follow it round as it heads north. Search the undergrowth nearby for a Taldan Warrior's Dog Tag. I let Octavia boss me around and prevented further experiments. There are four Dire Boars just to the south and past them is a house, a garden with a scarecrow in it and a gate. You simply need to return to his house and offer him a place at your court after finishing the main quest. Head there, in the upper right corner you will meet two fairies Falchos and Tiressia. Details about it are described in the Swamp Bouquet and Mushrooms from the Mud Bowl errands. Start making your way back east, keeping an eye out for traps all the while. You can cheese the Owlbears. You will finish the quest by leaving the location. I think the trolls are overpowered in your case (or may be Bartholomew died because of AOE damage from your attacks/spells). Go north for a battle against a Nereid, a Nixie Prankster and four Giant Poisonous Frogs. Fight your way through a group of four War Wisps.
[SPOILER] Bartolomew and the Troll :: Pathfinder: Kingmaker General Either way, you will be able to secure the Iron Mine kingdom resource. The quest will begin after you meet Jenna in the throne room (you will have to receive some visitors). There are is a trap across a doorway (DC27 to spot and remove). . You'll have a number of choices to proceed. Two doors have opened in the west wall but the way back to the entrance is now sealed. Speak to Corax and mention a reward and you will receive 400G. You will now be able to build a Printing House in your capital. Loot the nearby crates to find a Dwarven Helm Shard (5/10) amongst other things. They are almost certainly too powerful for you right now (they're 18th level and you're 8th). Use Glitterdust and Hideous Laughter to disable the trolls and kill them with maximum speed because Bartholomew isn't exactly tough. He does spam Magic Missile, however, but Shield keeps you safe. You may want to claim the nearby Remnants of Dwarven Fortifications. If you recruited Nazrielle, her apprentice, Sartayne, will appear to offer an apology. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. When you defeat him, he will shift back to human form and you have to decide what to do with him. She guesses that he might be near the river. Make a note of this location because you will be back here much, much later. The main quest would bring you here shortly but since you have time to kill and you're already here From your starting point in the north of the area, head south a short distance and you will find a cache with a Torag's Pendant, something else that Storyteller will buy off you. For what it's worth, the "(Neutral)" option leads to the best outcomes. Quicksave before going down into the laboratory. Question it to learn that the spirit calls itself Count Shimmerglow. They cost 80G each and I suggest that you buy 100 in the first instance. When the enemies are dead, the gnomes will draw attention to their cart stuck in the river. A body at the end has a Steel Dwarven Key and a Torag's Pendant. You may want to return to your capital to rest up and unburden yourself. If you haven't yet levelled up your Treasurer, you should do so. Bartholomew will join you at this point with information about the trolls' protection. When the 14 days are up, the Rotten Beasts event will appear in your event list. The boar has concealment but is otherwise weak, weak, weak. Ignore the door to the north for the moment and disable a trap slightly further along the corridor (DC21). It seems that the merchant Enneo has a dagger that belonged to her. You have a number of options. Before going in, you'll want to rest, however. Check the body of one of the bandits for a Turquoise Brooch. Return to the trail and continue south, heading east at the next junction. Sartayne is a 7th-level Magus who will summon two leopards and then spend several rounds self-buffing, starting with Mirror image. STR: 10, DEX: 14, CON: 12, INT: 19, WIS: 8, CHA: 12. Search a hidden chest a short distance to the right for a Robe of Earth and some gold. Assign an advisor to it right away and wait one day for it to complete. Like all good villains, he will reveal his motivations and then you get to make a choice.