Fortunately, she'll spend her first round casting Summon Nature's Ally. Agree to follow him and you will be in battle against a Branded Troll. This quest takes some time to play out, so you can get it underway before doing other stuff. You will find Willas Gunderson standing by the bar in the Beer Mug Inn back in your capital. Head east and look for a stash containing a Token of the Dryad among some bushes. Continue west and west again at the next junction and eventually you will arrive at the Dwarven Ruins. Fortunately, no undead come pouring out of sarcophagi. If your alignment is not lawful or evil, make a quicksave because the optimum outcome to this quest will depend on a skill check. Quicksave and go east for an illustrated book episode. At the top, there is a cave entrance to your right. Defeat the sinister lights (skulls), search them and find some coins. 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. This monstrosity has 60HP and an extremely high AC (24) so make it second priority since the other creatures can't really harm you. Head inside the ruins. Don't refuse. If you want a few bonus XP, interact with the portal for a Knowledge (Arcana) check (DC24). They drop Masterwork longswords. If your party is fatigued, you can choose to rest here since the encounters elsewhere in the area are brutal. There is also a hidden compartment on the wall with some minor loot. What you find when you emerge depends on how you resolved matters with Tartuk and Hargulka. Take a look at the booty near the boat to learn about the adventure seekers who went here before. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. If you do pop back, Kesten will add something else to your plate. She will claim to know nothing and then figure out that Sartayne has been sabotaging her efforts. Backtrack a little and head down the southern corridor. If you were successful, you will earn 2800G. Agree to help fight the monster and he will open the portal. Pathfinder: Kingmaker is your initial isometric party-based computer RPG set in the Pathfinder fantasy world. Pathfinder: Kingmaker - Troll Trouble Walkthrough If you have Nazrielle's Cursed Sword, pay a quick visit to your settlement to give it to her. You need to hit it with cold iron weapons, both to overcome its DR and to stop it regenerating. Continue west and you will see Mud Bowl to the south. If you tell him he's a threat to himself, you can give him various reasons why he should die. He seems very excited about the formula he's discovered. 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 have Bartholomew's whip, take a detour to the Lone House. I ended picking the chaotic neutral option and told him to kill the troll. Continue east and you will find a Spectre wandering around. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. Hopefully, your buffs should keep you safe: it will breathe fire to little effect and miss with its other attacks due to concealment. I let Octavia boss me around and prevented further experiments. Listen to Enneo's version of events to initiate Jaethal's first companion quest, Investigate My Death. If he's not disabled, he will get off Enervation which is a pain to heal. 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. Leave the town and bring up the kingdom management screen. Instead, return to your capital. Sartayne is a 7th-level Magus who will summon two leopards and then spend several rounds self-buffing, starting with Mirror image. Put them on the altar to complete the quest and allow the ghost to finally rest in peace. Further along, you will fight an Ancient Will-o'-Wisp and two War Wisps. Finally, discover an animal path near the northern exit. "I'm your baron!". Leave her alone for now and continue south. You can speak to him about what's going on in the village for some interesting background info. You will learn that she told her son in anger to drown himself in Candlemere Lake. pathfinder: kingmaker bartholomew release troll Cross back into Kamelands where you will pass Bald Stones to the north. You'll also want to keep one of your High Priest, Regent and Councilor free. When they're dead, pick up the one, special Fish from the Silverstep Lake from among all the others lying on the shore. Continue further east and fight your way past another two bandits to a bandit Conjurer. There's a crate filled with minor loot close to the area exit. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. 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. When they're dead, you will find a Token of the Dryad on the ground nearby. You won't be avoiding violence for much longer, however, so I suggest you cast some long-lasting buffs. Search the box nearby for an Ancient Scrap of Script-Covered Leather (3/16). There's some worthwhile loot there if you want to grab it. These aren't too bad by now. Continue to the northeast of the room where there is a pair of Trolls and a group of kobolds, including an always-annoying Boomsayer. Give this task to Tristian (Councilor). Return to the world map and make your way southeast from the Ruined Watchtower. With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. Search their knapsack to find a Bastard Sword +1. STR: 10, DEX: 18, CON: 18, INT: 10, WIS: 14, CHA: 10. pathfinder: kingmaker bartholomew release troll. Ask her what happened and she will tell you about some men trying to carry a scary box ashore. You'll be attacked by another group of wolves: three Dire Wolves, an Alpha Wolf and a Ferocious Worg. Do not take the Neutral Good choice - it will cost you your rope! When the area is clear, loot the nearby containers (one of them locked, DC18) for a Dart +1 along with other stuff. Otherwise, level up another advisor. It is also trapped (DC22) and locked (DC20). Afterwards, you will learn who's behind the mischief: Tartuk. Unwanted LegacyWhen you've killed the two trolls that Hargulka leaves behind, quick save and examine the nearby statue of Torag. After defeating the trolls Bartholomew Delgado will tell you to retrieve the Black Whip from Dwarven Ruins. You can ask about the child to learn how he's being treated. You can then visit him after Season of Bloom, and he will have reset again. 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). Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation. You may want to being Harrim with you and have him memorise Delay Poison (Communal). The Guardian will Dimension Door away leaving you to fight her summoned minions. Do not be hostile to him. Upstairs, you will find a couple of Branded Trolls and some Trollhounds along with three containers. There is a building in the north of the area that requires a key so ignore it for the time being. 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 it proves too difficult, there's no shame in coming back later since there is nothing essential here. The first thing you want to get off is Stinking Cloud. There is another path up the hill here. They will spend the first round buffing themselves so hit them with Stinking Cloud and see why it is so highly rated. When they're dead, search the dead body to find two potions of Invisibility (ha! Help them and find out about a mage living nearby. Equip it on anyone able to use it right away. He will die if trolls brought him below 0 health . Pathfinder: Kingmaker Wiki is a FANDOM Games Community. 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. There is also part III of 'Transmutations and Bodily Poisons' if you need it. The only other bandit who is a remote threat is the 8th level Fighter. Cast Delay Poison (Communal) and head east, where you will find a Torag's Pendant among some rubble, and then north. These are 6th to 8th level enemies, although one of them will transform explosively into a rather more powerful Owlbear. Pathfinder Kingmaker: Notable Loot Locations (UPDATED) [February 2023] You will encounter some Trolls and Kobolds that were waiting to ambush you had you gone through the gate. Continue north and you will bump into two Kobold Sentinels. 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. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. Head to the world map and make your way to Silverstep Grove. If you want a shortcut down, take the broken steps (Mobility 19) for a few XP. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. Climb the tree trunk and kill the Redcap at the top. If you tell him to free the troll, Valerie will come over all Lawful Stupid. Start with the top one where you will find a hidden cache containing a Bronze Dwarven Key, a Torag's Pendant some minor loot. Do not lay flowers next to the body either. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. The quest will be completed. Go a short distance left after disarming the first trap and you will find a log with some minor loot. Another trap. 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. Lawful Good gets you nothing, Lawful Stupid costs you a trader. At the next crossroads (close to Tuskgutter's Lair), head southwest. They do lots of damage, have high AC, DR 15/adamantine, breathe out poison gas and are immune to almost everything. Follow the dog until you find a man called Ekundayo. The Spirit Hut is in the northeast corner of the village. You will then have a bunch of possibilities to resolve the problem. Instead, continue northwest where you will find three Ferocious Wolves and a Kobold Sentinel. Follow Tristian out to the Capital Square. You receive a letter from Svetlana expressing her concerns about Bokken. Speak to him and ask to trade stories. Ask what they were arguing about and they will tell you about the danger posed by the Scythe-Tree. Interact with the pile of fish nearby and add your fish to the pile. When you're ready for a fight, go into the back cave. 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. However, before proceeding further, you want to cast Protection from Acid (Communal). Go all the way back round and head back downstairs. You can cheese the Owlbears. In the end, you can order Bartholomew to release the captive troll or leave him as is. If you can make the skill checks, you will gain decent experience - Inspire Competence is your friend. r/Pathfinder_Kingmaker - The "legality" of Bartholomew And it might be worth a trip back regardless to acquire a new quest. As soon as you are on the spot, the quest will be completed. The thing is that you will have to lure an evil spirit out of him and attack it. There are two Lizardfolk Sentinels just past your starting point. Upstairs is an easy chest (DC16) containing an Old Diary that you can read. There is a sack by the fire containing a Dwarven Helm Shard (9/10). Your email address will not be published. Don't cross at Ford Across the Skunk River. Head north to find Hargulka's throne. He has some interesting stuff, but nothing that made me feel compelled to part with 1000s. Go inside the hut and speak to the child, Tig. Cast Delay Poison (Communal) on your party and go south. You'll find Amiri and Jaethal here if you want to talk to them. Black Whip - Pathfinder: Kingmaker Wiki Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. Sevintan 4 yr. ago I just did this with Strengthen enemies, though it took two tries. They're mostly low level and no threat. Which is OK but hardly worth all that. You can then speak to him again and he will agree to go to your capital as an advisor. You will also see a new quest appear, Beneath the Stolen Lands. After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. Back on the world map, bring up the Kingdom Management screen (square button).