Ekun's leads aren't very good so far. However, not all of them may best suit your realm and leader. Go south down the lower passageway. The BLT is no more powerful than the creature you fought at the Temple of the Elk ages ago. If you were able to make Tartuk your vassal, you will emerge in the courtyard of what is now an established kobold settlement. After you've cleared the areas, backtrack to the fork and take the path leading southwest. Buff up mildly. 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. There is a hidden stash nearby with a Ring of Protection +2. See here for possible candidates.
With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. Head there, in the upper right corner you will meet two fairies Falchos and Tiressia. Cast Protection from Acid (Communal) before venturing further into the swamp. Make the immediate area safe and then speak to Waine. 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. If you read his diary you will learn of his experiments on some unfortunate named Dimwit. Ignore it again and continue deeper into the trees. If you search the various containers you will find minor loot and a new recipe, Fish-on-a-Stick. Speak to him and ask to trade stories. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. The Trolls are dangerous but that Kobold is a little bastard. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). You will see the Monster Den a short distance to your north. Afterwards, Harrim will approach. Guess what comes through. Take the trail leading east and at the next crossroads, take the southwest path. Check out your Personal Chambers where you will find a Flail +1 on a table next to your Personal Stash. When you get there, make a note of the Overgrown Pool location a short distance to the east. Retain Bartholomew. You companions will have a view as to his deserved fate. If you can make it, the Charisma check is good because it scares off the trolls. Head through the door on the right to reach another balcony. Needless to say, you don't want to take on hordes of powerful enemies while fatigued. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). You will pass Iron Mine, a kingdom resource, to the north. Visit him during Season of Bloom, If you annoyed him by insisting to stop his experiments, he will be preparing to leave and has reset. Otherwise, answer how you please. You can learn more about the history of the area by asking about the village. Help them get the better of their attackers. However, to do anything you need to prise off the lid. Follow the path northwest and you will arrive at Sorrowflow. Immediately to your right is a stash containing a Melted Shard of a Ring (3/13). You can take this if you like - skip ahead to the audience with Hargulka and then come back up. After all, if you turned down every quest that came your way, where would you be? 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. Speak to Valerie about it to learn that Valerie's former order is demanding that she return to Shelyn's service, initiating the quest Shelyn's Chosen. Just to the left of your starting point is a hidden stash with minor loot. Ask her what she wants and she will give you a letter to give to Hassuf. You will learn that Tartuk was brought back to life but cursed to actually be Tartuk rather than merely pretending to be as before. The ranger will join your group. Continue east and when the path forks, turn southeast towards Lake Silverstep Village and go in. In preparation for later events, you may want to buy a rope and a crowbar as well. She's looking for an author to write about her adventures. Continue west towards Verdant Chambers. You will receive this notification when the curse timer reaches 28 days. The Nereid will summon a Huge Water Elemental and use Confusion. Back down the steps is the entrance to the keep. There's not really much to see there unless you have a thing for wyverns. Hostility ensues. When they're dead, loot their bodies for Masterwork shortswords. Apologise to him. This brings you out by the Troll Clearing. It's not on your quest list, but there's something you can unlock now rather than later. In the end, you can order Bartholomew to release the captive troll or leave him as is. You can make this easier by ignoring the cart for the moment and heading north to the ponies standing by the cart. In return for saving their lives, Rook will give you a Gold Cog-wheel Ring and some gold. The monster is in the lower right corner of the location. 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. Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). Tell the Berserker that you wish to speak with their chieftain and you will be taken before him. If you met him on the road, you will find Rashor here. He tells you that he's been swindled by a gang whom he employed to retrieve his possessions from Candlemere Island and who have subsequently vanished. If you succeed in the DC20 Lore (Religion) check, you have three options. There is also a hidden compartment on the wall with some minor loot. Kalikke will ask you to send the Sweet Teeth on errands so that she does not have to meet them. There's a chest with some minor loot. A good way to deal with her is to cast a Stinking Cloud in the general vicinity of where she is and use Glitterdust to uncover her. Stand just outside their perception range and drop a Web on top of them and follow it up with Grease. You can attack right away or you can speak to him which leads to a number of options. A messenger hands you a letter for Valerie. They're not very elite, however, and will crumble readily. You will increase loyalty by three points and get 600 XP. Doing so will allow you to summon their assistance later. Since they come from all sides, the archers can really catch you on the hop. There's a crate filled with minor loot close to the area exit. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer. You can use the time remaining productively. Continue southeast from the Kobold Camp. I would suggest a Longhouse to begin with along with a pier by the water. There's a stash of gold up here as well. If you guessed "Will-o'-Wisp", you'd be correct. 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. There is a mechanism on the floor that you can interact with to cause it to rotate and reveal different symbols. Be on the lookout for a trap on the ground ahead. I think the trolls are overpowered in your case (or may be Bartholomew died because of AOE damage from your attacks/spells). He gives you the key to his laboratory and tells you to wait for him. Your email address will not be published. Defeat the leader and decide what do you want to do kill him or spare him. Leave your capital and make your way west to a Ford Across the Skunk River. The next time you go into Kingdom Management, you will find two new pieces of Curse research. He will join your squad, and you will need to continue the quest by finding the old fortress. At the bottom of the stairs, you will fight a pair of Kobold Blades and a Trollhound. Before you leave the area, check out the top right corner for some minor loot. When it's defeated, search the various containers for an Amulet of Natural Armor +1 and minor loot. There is a stash in the south of the encounter area with a Torag's Pendant. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. If you have good AC, you should be OK. Head inside where you will find a Tremendous Centipede, four Giant Centipedes and a Spitting Giant Centipede. When they're dead, search the top left corner for a locked chest (DC15) containing a Dwarven Helm Shard (3/10) and a couple of scrolls. Hopefully, you can charge them down before he causes you too much trouble. Run back to Tiressia and tell her that Elga Verniex is back in the village and she will give you a letter to give her. Lone House, Bartholomew Delgado, Bridge over the Gudrin River +1 +3 dodge bonus to AC, immune to nauseated: Beastrender: Falchion: Goblin Fortress +2: . Shaynih'a will ask you to visit her to update her artisan quest as well.
[SPOILER] Bartolomew and the Troll :: Pathfinder: Kingmaker General 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. You have business there, so pay it a visit. Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation. Search a hidden chest a short distance to the right for a Robe of Earth and some gold.
F-2. Lone House (Troll Invasion) - Pathfinder: Kingmaker - GameFAQs As you make your way east along the road, you will find the bodies of two bandits. 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. There are two ways to do this: speak to Aysel and follow the "Let's talk about this hunter" thread to receive a Diplomacy 19 check to have Aysel add Silverstep Grove to your map. Return to Oleg's Trading Post. This will give Valerie a decent attack boost which she will need against his 29 AC. If the player visits the Lone House before they need to visit Bartholomew for second phase of Troll Trouble they may convince Bartholomew to either release Dimwit, or let the troll go. He drops a unique dagger, Arcane Protector, a Cloak of Resistance +2 and a Headband of Vast Intellect +4. Examine it for various options. What do you know? Wander among the houses grabbing minor loot from the various containers. To complete it, go to the top of the location and proceed to the hill. Select the "Having prepared our ambush" option and time will pass. There are a couple of loot stashes here, one of which is locked (DC21). June 29, 2022; creative careers quiz; ken thompson net worth unix All rights reserved. Let it come to you and defeat it however you please since it is not very powerful. So Shall You ReapBe polite if you want to stay on the Guardian's good side. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Claim the Abandoned Laboratory near Lone House on your way. Either option will add the Thorn River Bank location to your world map. Talk to her and learn about the missing son. The check is made by your main character, so choose whichever one is most likely to succeed. You receive a letter from Svetlana expressing her concerns about Bokken. Agree to let her keep it and then agree to go and look for it to initiate her first companion quest, Easier to Ask Forgiveness. The player can either allow Bartholomew's experiments to continue, or they can order him to release or kill Dimwit. Shimmerglow has 136HP and AC27 (after buffing with Shield). Now that Troll Trouble has begun, this place has become a lot more interesting. The Guardian will Dimension Door away leaving you to fight her summoned minions. He does spam Magic Missile, however, but Shield keeps you safe. Across the road, is spot where you can climb up to a small area if you pass an Athletics Check (DC22). Meet the wizard in his laboratory We'll follow after him later. Run back to the Old Beldame (again) and give her the letter. Make your way around the dungeon to the puzzle room in the northwest and set the floor mechanism so that the fish rune is showing. You can murder hm if you're in the habit of murdering harmless creatures. There is a locked (DC 30) container on the wall with a pair of Lesser Gloves of Dueling. 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. Continue further east and fight your way past another two bandits to a bandit Conjurer. This may be sufficient to reveal a trap (Perception DC36) across the passageway. Talk to the man and help him destroy the creature. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. Head down the path and meet a dog. Thank you Tristian, I was going to talk to him anyway. 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). 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. Head east from Tuskdale and when you reach the junction, head northeast rather than turning south towards Bridge over the Gudrun River. You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. You will emerge in some sort of storage room. There's a trap at the end. you will be able to acquire the key later. You will probably aggro the large group outside the house at the same time. It's more-or-less immune to fire. This is the self-appointed "Voice of the Dragon". Foes No MoreTartuk is one of five enemies that you can turn into an ally. Return to the path and follow it round as it heads north. You're done for the time being, so head back to your capital. This is part of a puzzle in the dungeon and you can ignore it for the time being. You can sell all the Masterwork weapon that you picked up in the Lonely Barrow to lighten your load. Return to where you were previously and continue north. If you're wondering what to do with the fish you picked up outside the cave, return to where you spoke to Ivar. Cast Stinking Cloud on top of the enemies. After defeating them, you may want to use Inspire Competence because there are a number of high DC checks in this room. Go in there both to rest and to buy the Onslaught Gauntlets for Dragn. Head to the Swamp Witchs Hut location. Be aware that the chapter is drawing to a close. Bartholomew Delgado is a reclusive mage living at the Lone House. When the fight is over, Ekundayo will tell you that he can feel that the specific troll he is hunting is nearby. You can interact with a tile at the top of the room to reveal a hidden area beyond. This will take a while because he has +20 to Fortitude saves and the DC starts at 20 and increases by 1 per round. So, shall I release the troll or let Bart continue wioth his experiments? You will find Varrask the Wildfist standing near your starting location. 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. pathfinder: kingmaker bartholomew release troll. Barge past him and check the locked container (DC18) next to his house for a couple of scrolls among other things. When you're ready for a fight, go into the back cave. Head back to Bartholomew for a chat. He has a surprisingly large number of HP. He also drops some decent loot. Your email address will not be published. Continue round the walls to find another trap (DC26). It's not tough but it has a ranged attack that causes the entangled status. And still do. Head southeast from the dead Troll. There is also a merchant near the gate if you want to offload junk that you don't want to carry back to civilisation. Open the door and save your game. Make a hard save. Be sure to buy the Bag of Holding in his stock - you should easily have enough gold. Return to your capital and take care of any throne room business. Avoid the traps and slip between the Redcaps as they patrol. Defeat the sinister lights (skulls), search them and find some coins. Backtrack and head north, or follow the path along the shore of Candlemere and head east. Regardless, he will say that the formula needs to be tested on something more human and suggests wererats. However, before proceeding further, you want to cast Protection from Acid (Communal). When the 14 days are up, the Rotten Beasts event will appear in your event list. Jubilost with acid bombs is a reliable damage dealer as is Octavia with Magic Missile. Clearly he's not all there. This will advance you through the Troll Trouble storyline. When they're dead, search the ground nearby for another Melted Shard of a Ring (4/13). You should be able to afford a few cool items from Hassuf. Fill your Cleric's level 3 slots with Resist Energy (Communal). At the destination, go forward and look around the big tree on the right. Don't climb up at this point because it will put you at a disadvantage in a tricky encounter. Rest up and check your calendar and settlements. There is also one group of bandits who help distract the trolls. There is a pair of Dire Boars a little further down if you want to do some hunting - Ekundayo can take them out before they barely have time to react. You can go and seek out Jaethal in the inn and speak to her about the quest and find out a bit more about her, including the identity of the 'Nortellara' she mentioned. Bartholomew Delgado is a reclusive mage living at the Lone House. This next bit's a pain. When you start seriously thinning their numbers, enemies will start fleeing. The Wererat Lair location is added to your map. Continue west along the Little Sellen River where you will be able to claim the Scenic Locale kingdom resource. Attempt to solve the puzzles using the rings and Harrim will show you how it's done.
Don't feel obliged to rush into this. At the top, there is a cave entrance to your right. After disposing of them, head down to the end of the path where you will find a dead body with some minor loot. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. At the next junction, you will be able to claim another resource, Ancient River Bed. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. 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. She complains that her son Tig has run away and that she's not been able to find him. If you can't see the trap, don't worry. At the fork continue east. You have various alignment-options to finish the quest. Head through the hidden door in the north wall. Clear another trap and continue northwest to find the Bandit Leader and his group. When they've been taken care of, return to the bandit room and go up the northern passageway. To advance the quest, read the walkthrough of The Nature of the Beast main quest. There is nothing to do immediately, but you should have a couple of quests awaiting your attention. Backtrack to the start of the level and go back upstairs. This isn't immediately forthcoming but there's stuff to do in the meantime. You will find a Falcata +1 inside. The trolls and kobolds are arguing over spoils and one of the kobolds produces the whip that Bartholomew was after. They have fairly weak Will saves so Hideous Laughter is useful. You will also start to find Dizzyhead plants. Regardless, the quest will be completed, and you will be ordered to return to the barons castle. In the meantime, you may want to explore the Dire Narlmarches or venture into the first few levels of the Tenebrous Depths. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. Head there and speak to the exiled lizardfolk Kagar. When you defeat him, he will shift back to human form and you have to decide what to do with him. Either way, you will be able to secure the Iron Mine kingdom resource. It's one of the millions of unique, user-generated 3D experiences created on Qnnit. I don't believe the choice matters. Not scrolls. After killing the annoying creatures, grab some minor loot from a cache and then examine the body of Nyta on the ground. He's not pleased. You should have a number of additions to your kingdom management: Claiming the territory is a good idea if you are able to afford the BP. Continue west up a slope, keeping left. You will also want the Cold Iron Dagger. You might expect by now that there will be some tough creatures up here and there are: two level 14 Owlbears. Otherwise You will be fighting Jazon, who is a Branded Troll, a second Troll, a Troll Rock Thrower who skulks at the back of the room doing what he does best and a bunch of Kobolds including a pair of shamans. Head northeast to a wooden house close to the eastern edge of the map and search a crate for a Frost Scythe +2 and minor loot. The best option seems to be the Neutral Evil one which gains you 4500G. He will buff Hargulka and then pelt you with Magic Missiles (note that he is immune to these). You start off in the north of the area. There is also a well that you can interact with. You need to pass an Athletics (DC26) check to get up there and there are three Greater Enraged Owlbears stalking the place. If you come here during the day. When you were last here, you were too low-level to tackle this place but it should be manageable now. Don't worry about this for the time being. Return to the path and continue south. After killing the enemies, look to the left of them for a hidden log containing some gold. Enjoy a traditional RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. If not, cast Expeditious Retreat (if you can), drink a potion of Invisibility and head up the stairs by the Manticore. Haste and Heroism help as does True Strike. Don't attack him. I really disliked something that comes up later: (spoiler inc obviously) During the operation on the woman to remove her seed, you can ask bartholomew to drop by and the game then tells you "the mad sadistic mage bartholomew is here for some reason" <thats literally what it says. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. Heal him for a small XP boost. You then need to refrain from attacking him until he finally succumbs to the sunlight. There are a number of ways to even the odds. It costs 400BP (or equivalently 32,000G) and an additional 50BP to build a settlement. Regardless of the outcome, Kargadd himself will appear to do battle. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. Do not cross yet. Afterwards, you can grab some minor loot from the container. You will have a number of options to deal with him. Cross over the Skunk River. Take her up on her offer and she will give you a Ring of Protection +2. Continue south and clear a pair of traps (DC23 and DC21) from outside the double doors leading west. you can recruit him after side with octavia no worries. If you back out of the kingdom management interface, you can enter it again by clicking on the table in front of your throne. There's minor loot to be picked up. There are a total of six plants to harvest. He's fine with a few stragglers, or a helpless prisoner, but . This initiates the Troll Trouble quest. Buff up before approaching the rift in the centre. Don't refuse. The Greater Trollhound has 150 HP and a howl that causes fear. You can sell all the Masterwork crossbows that the Snipers dropped while you're at it. Head into the cave. Ask how you can help her and she will direct you to a location called the Mud Bowl to find 10 black rattleheads. Go back downstairs and speak to Tevi and give him something to do. 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. Afterwards, continue up the path and you will find a Torn Damp Page on the ground. 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. If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. After you've made your decision, you will figure out that Enneo is probably behind this whole charade. Here is a secret: On the upper level, you can find two plates with images of the Sun and the Moon. A couple of days before the curse develops, head back to your capital. After a short while, you will be attacked by a War Wisp. The next room down is used as a larder. You will see the eastern door in the bandit room open up.