At the next crossroads (you should be close to the Technic League Encampment), follow the trail south and west and then turn southeast. He has an AC which is basically requires 20 to hit and DR 10/- which is symptomatic of the game's basically unfair encounter design. STR: 10, DEX: 18, CON: 16, INT: 16, WIS: 12, CHA: 10. The monster is in the lower right corner of the location. You may want to have the character with the highest Persuasion skill down a Potion of Eagle's Splendor and quicksave. If you haven't yet levelled up your Treasurer, you should do so. Guiding Beacon is a quest in Pathfinder: Kingmaker. There is a new curse research project available, Jenna Tannerson. Head east from Tuskdale and when you reach the junction, head northeast rather than turning south towards Bridge over the Gudrun River. When traveling to the left of the fortress, you will meet some trolls attacking merchants. After all, if you turned down every quest that came your way, where would you be? Travel to Old Sycamore. If he's not disabled, he will get off Enervation which is a pain to heal. Speak to the Old Beldame and ask about the lost child (remember him?). If your main character is a Paladin, you're in luck. Head further west for a challenging encounter against four Ferocious Worgs and an Alpha Worg. Buff up mildly. When Hargulka is dead, turn your attentions to Tartuk who is hopefully nauseated, blinded and paralysed. The loot container holds a Robe of Water which gives a +2 bonus to the DC of cold spells. Grab a Token of the Dryad from around the roots and buff up. The Trolls are dangerous but that Kobold is a little bastard. and speak to Bokken. Head south back towards the village. You will be attacked by the scarecrow and the inhabitant of the house. To advance the quest, read the walkthrough of The Nature of the Beast main quest. The BLT is no more powerful than the creature you fought at the Temple of the Elk ages ago. Pathfinder: Kingmaker is your initial isometric party-based computer RPG set in the Pathfinder fantasy world. You have various choices for dealing with him. Don't ignore these altogether because they will get more difficult each time and corrode your barony's stability. Follow the path northwest and you will arrive at Sorrowflow. If you examine the walls nearby. Make your way down the map to the village gate. By now the enemies you'll face will be fairly easy. Note that even when you have the BP and a Treasurer, the Trade Agreement with Surtova will almost certainly never pay for itself and pillaging the Temple of the Elk locks you out of a decent kingdom upgrade for marginal benefit. Unfortunately, none of the merchants in your capital sell them but hopefully you have a couple at least. Go the nearby Lone House location, finish off some enemies and find Bartholomew in the upper right corner of the map. You can use the time remaining productively. Return to the entrance to the Troll Lair, buff up and go through. Continue to the edge of the map and you will see a Gloomberry. There are two locked chests (DC23). Buff up before approaching the rift in the centre. A short distance to the right of Bartholomew is a hidden cache containing a Dwarven Helm Shard (4/10). Anyone affected should simply get out of the way when they are able to move so that they don't end up killing each other. Go west from where you fought the Nereid. There is also a merchant near the gate if you want to offload junk that you don't want to carry back to civilisation. Before going in, you'll want to rest, however. Regardless of the outcome, hostilities will ensue. You will find out why trolls are not afraid of fire. There's minor loot to be picked up. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. This is a very profitable place to visit although some of the encounters are quite bruising. Select one of the events to go to the throne room. r/Pathfinder_Kingmaker - The "legality" of Bartholomew A hidden crate a short distance to the northeast contains a Sai +1. To the side is a trapped (DC22) and locked (DC25) chest containing a unique heavy pick, Demolisher. Wade into the river to where the cart is stranded. You can pick up this quest after you visit Bartholomew during the Nature of the Beast quest. Make your way to the southeast corner where you will find the Scythe Tree waiting. Cast Protection from Acid (Communal) before venturing further into the swamp. Bring rope if possible and keep Ekundayo with you at least for the time being. 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. With better equipment than you had earlier, Tranquil River Bend should be manageable. Your email address will not be published. Report to Bokken and tell him that the wererat died. If you have Bartholomew's whip, take a detour to the Lone House. Jazon drops a suit of Hide Armor +3 while the Spark Shaman drops a Belt of Incredible Dexterity +2. Try visiting his house before he was in danger (Maybe that would solve it). Head west from your starting point. Select "Search for traces of the campers" for a Perception check (DC20) to hear screams from the east. Go down the slope west towards the shore. If you want to close off Dorsy's part of the quest, tell him that you gave the coins to Wilber and he will attack. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. The best option seems to be the Neutral Evil one which gains you 4500G. The first task you should see to is enroute to Tuskdale. Afterwards, check out the merchants in the square. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. For the time being, don't go out of your way to claim resources, but if you're passing and have the BP, you may as well. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). When they're no longer a problem, you can grab some minor loot from a hidden compartment in wall of the corridor. The latter is quite powerful and uses Rapid Shot so take it out as a priority. Let's just say that robbing the corpse may not bring you good luck. After defeating the trolls Bartholomew Delgado will tell you to retrieve the Black Whip from Dwarven Ruins. Since he can't harm you (or frighten you), it's just a matter of time. She won't have anything more to do with you for the time being. Head back out of the room. It seems that the merchant Enneo has a dagger that belonged to her. The Guardian will Dimension Door away leaving you to fight her summoned minions. You can now unlock the large doors. If Octavia isn't with you, you may need a dose of Inspire Competence. If you speak to Tartuk you can learn a great deal about the kobolds. You will see the Monster Den a short distance to your north. Upstairs, you will find a couple of Branded Trolls and some Trollhounds along with three containers. Run back to the Old Beldame (again) and give her the letter. Head into the passage on the left and pay attention to the sunlight coming in through the ceiling. If you are not able to cast the basic cantrips (acid splash, jolt and so forth) bring someone who can, such as Octavia. Cast a Stinking Cloud ahead of you, like so: This should mean that the most dangerous enemy, the Bandit Necromancer, starts off disabled. Continue round to a fallen tree leaning against the wall. Once there, seek out Bokken and ask him to be your court alchemist. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. While you're immune to electricity, go across to the other side where there's a Mobility (DC20) check to get across a ditch. 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. Backtrack to the trail and continue west. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. He was caught in the blast from one of the traps and is now too frightened to move. The Ancient drops a Token of the Dryad. The round container neat the otther door contains a Taldan Stirrup (1/5) and a Ring of Luck. 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. Continue east around the rock and then up the slope. Vesket will charge him and be struck down. If you are able to, get Unbreakable Heart on Valerie, Amiri and / or Dog. Thank you Tristian, I was going to talk to him anyway. Fortunately, she'll spend her first round casting Summon Nature's Ally. Search the rowing boat near your starting point for the Note Wrapped in an Oiled Leather. There is another floor puzzle in this room which you can simply make a note of for the time being. Talk to them, they will ask you to kill the Scythe-Tree, who destroyed the village. 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. He has some interesting stuff, but nothing that made me feel compelled to part with 1000s. Head north to find a Dizzyhead and a Token of the Dryad along with two Giant Slugs. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). However, since the amount of backtracking is the same (and to make the walkthrough easier), head back to the entrance and go east. When the trolls are defeated, you have a number of responses you can make. You must go there alone! Immediately south is a hidden panel in the wall which contains minor loot. It's more-or-less immune to fire. Shimmerglow has 136HP and AC27 (after buffing with Shield). Tristian will break the news that the curse wasn't lifted, merely abated, initiating part 2 of An Ancient Curse. Make the immediate area safe and then speak to Waine. It's not on your quest list, but there's something you can unlock now rather than later. Return to the world map and head east from the Swamp Witch's Hut. 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. Unwanted LegacyWhen you've killed the two trolls that Hargulka leaves behind, quick save and examine the nearby statue of Torag. Return to the main path and continue south. A hard-to-spot (DC27) and locked (DC25) chest outside the southwesternmost house contains an Amulet of Natural Armor +2. If you will not kill the spirit in time, he can finish off the boy. Leave and return to the main trail. 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. Firstly, he provides redundancy in the Grand Diplomat post. You will find him on the western side of your capital. The best option is the "[Requires Chaotic]" one which allows you to make Tartuk your vassal. A sack in the top right corner contains the final Dwarven Helm Shard (10/10). Go north for a battle against a Nereid, a Nixie Prankster and four Giant Poisonous Frogs. It costs 400BP (or equivalently 32,000G) and an additional 50BP to build a settlement. You can then visit him after Season of Bloom, and he will have reset again. You want to get Glitterdust on him so that he's slightly easier to hit. The quest will be over, and you can either leave the man alone or finish him off. Tell her that you know what happened to the village and you will be able to choose a version of events. Backtrack to the start of the level and go back upstairs. In a land that is currently lawless? Outside the chief's hut is a sack filled with minor loot. Take them out as a priority and get your squishier characters out of the line of fire. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. The two bodies in front of the tree only have minor loot. After defeating them, you may want to use Inspire Competence because there are a number of high DC checks in this room. Keep to the left and you should bump into a bunch of stealthed bandits. Continue up to the wall where you will find another Torag's Pendant in a hidden cache. Kalikke will note the ruined tower and point out the boss of the area. You're not able to do this if you chose another option earlier. Approach the cells to meet the unlucky troll. Suggest that you look for it together and Jubilost will agree to join your party. You may want to being Harrim with you and have him memorise Delay Poison (Communal). Start making your way back to your capital. If you read his letter, you know what common sense tells you anyway: there is no such thing. If you do pop back, Kesten will add something else to your plate. These are the children of Kargadd, the troll that Ekundayo is sworn to kill. Hostilities will ensue. Next to the painting is a hidden wall switch (DC20) which reveals a secret room to the right. Just to the south of it is a hidden cache containing an Ancient Rostlandic Coin. Start constructing your settlement. Do not cross yet. You can get your fish back afterwards if you like. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. For what it's worth, the "(Neutral)" option leads to the best outcomes. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. Now to track down Ivar. Hold Person will not work on Hargulka because he has Freedom of Movement but it may take Tartuk out of the fight. There is a trap at the bottom of the nearby stairs so don't go down there at this time. When they're dead, Jaethal will come up with a jolly wheeze: raise one of the elves as an undead pal. A trolls appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. There is a hidden panel in the far wall containing a Potion of Heroism. Be on the lookout for a trap on the ground ahead. Head there and speak to the exiled lizardfolk Kagar. Interact with the tree and a trio of monsters will be summoned: a Hydra, a Manticore and an Owlbear. Then you simply need to withstand Hargulka's melee assault - Mirror Image and Displacement are perhaps more useful than Shield and Barkskin here - while Ekundayo burns through his HP pool. Head across the river and go west to find a couple of Kobold Sentinels fighting an uneven battle against a trio of Ferocious Wolves. This leads to an illustrated book episode. Join. Cut your way through three Hodags and when you reach a cave entrance, buff up seriously. Search a hidden chest a short distance to the right for a Robe of Earth and some gold. After you've made your decision, you will figure out that Enneo is probably behind this whole charade. Take the coins and show them to the ghost. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. He sells a unique handaxe but I would save your money. Search chests to collect keys and open doors If you cant picklock them. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. There's some worthwhile loot there if you want to grab it. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. You should be at a crossroads between Three-Pine Islet and a Glade in the Wilderness. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. Besides the XP, there's not a lot of point. However, to do anything you need to prise off the lid. Head northeast from your current position and cut your way through four bears. Instead ask how you can help to learn that he needs two coins to put over his eyelids. There's a trap at the end. Manage all your favorite fandoms in one place! You can rotate the plates and select certain symbols. Buff up and head down to meet the trolls. See here for the complete list of tasks and their rewards. Head back through the gate and find Kagar. You'll find the body of the boar lying on the ground just to the north of the area where the Moon Radishes grow. At some point, you will see a notification pop up. By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. Backtrack to where the slope forked and go right. wnesha 2 yr. ago Kesten will notify you that the troll attacks are getting worse throughout the kingdom - that's usually when the Delgado map changes The Eyes of the Eagle and Trickster's Gloves are both worthwhile purchases from Hassuf. Make a hard save at the entrance in case you get stuck. This is the Eight Legged Curse: monstrous spiders emerging from Bald Hill. Claim the Abandoned Laboratory near Lone House on your way. Go there to confront the fool. Don't take these straight to Dorsy, however, since there may be a better option. There is a sack by the fire containing a Dwarven Helm Shard (9/10). Have Ekundayo kick things off - he should be able to down a Trollhound. It is also stalked by four Venomhodags which are moderately nasty creatures. You will have random encounters with cultists as you travel. I let Octavia boss me around and prevented further experiments. You can target them from outside their area using ranged weapons and they can't touch you. At the top, go left and defeat a pair of Gargoyles. Enter the cave which is the home of the Crag Linnorm, supposedly not a real dragon but it's big, has claws, jaws, wings and fiery breath so as far as you're concerned, it's a dragon. To the bottom left of your fortress, there is a special mark shaped like a house Swamp Witchs Hut. Kill them and head south a short distance to find a hidden (DC25) and locked (DC19) cache containing a Cloak of Shadows. A letter arrives from the Maegar Varn of Varnhold, proposing an alliance between your lands. This monstrosity has 60HP and an extremely high AC (24) so make it second priority since the other creatures can't really harm you. This is not a particularly wise choice and will cost you the services of Ekundayo. You'll find him packing, as it seems the troll menace has grown too great for him to risk. After a couple of rounds, two Dire Venomwolves will emerge from the portal. If you can make it, the Charisma check is good because it scares off the trolls. You may want to quicksave if you let the dog go. Quicksave before trying to skin it - its hide is quite valuable. Pathfinder Kingmaker: Magic Items List (Locations & Effects) (UPDATED I guess it's finally time to check out Bridge Over the Gudrin River. Further in, there is a trap (DC21) on the floor. The loot container in the corner holds an Ancient Cyclops Coin. You can follow the corridor round if you want - there are a few enemies to kill and traps to remove but also some doors that you can't open at this point. 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. Afterwards, search the Sniper's body for the Black Whip. Levelling Loyalty up to rank 3 will allow you to annexe Kamelands while levelling up Community to rank 3 will allow you to claim North Narlmarches. You may want to return here later to tackle the cave. There is another path up the hill 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. The Spirit Hut is in the northeast corner of the village. 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. 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. You will learn that the creature is manipulating the Lizardfolk to feed off their fear, shame and misery. Equip the Heart of Ira and buff up with potions before going in. Head south to rescue him. Head east and continue east past the Lonely Barrow. The Snipers stand well back and have a habit of targeting your squishier guys. There are two Fighters, an Alchemist, a Rogue and a Bard. Instead, continue northwest where you will find three Ferocious Wolves and a Kobold Sentinel. Return to your capital and rest. Follow it up the slope to the northeast where you will find an injured Ekundayo on the ground. Pick up a Torag's Pendant from the floor and look for a chest on a raised ledge. Go west along the northern edge of the map. There is another trap (DC21) in the room beyond. Examine the box next to the cart. Take out the Alchemist with Ekun and send surviving melee characters (such as Dog) after the archers. The check itself is DC15. You can get at least 5 Bags of Holding from Bartholomew, page 1 - GOG.com You will then have a bunch of possibilities to resolve the problem. It seems that Ditael, another of Nazrielle's apprentices, has run off with the weapon that Nazrielle was crafting for you, initiating her artisan quest. A short distance to the northwest are three Giant Slugs. Head southeast from the dead Troll. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. However, this benefits you not at all so I suggest you keep it. The Nereid is unaffected but the Nixie and frogs should be disabled. Head east and look for a stash containing a Token of the Dryad among some bushes. Needless to say, you don't want to take on hordes of powerful enemies while fatigued. He's not pleased. A nervous Linzi suggests that she knows who the culprit might be. Back in the previous room, there is a nook in the far wall with a Torag's Pendant and some scrolls. Espaol - Latinoamrica (Spanish - Latin America). Pathfinder: Kingmaker - Troll Trouble Walkthrough After completing the initial quests in your log, you'll enter the free roaming portion of the game with no main quest to take care of for awhile.. Head down the path and meet a dog. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. Three more are in the previous room. Remember to disengage Defensive Fighting - Valerie will need 20s to hit otherwise. The traps hit you with Glitterdust and Entangle. You will also see a new quest appear, Beneath the Stolen Lands. Select the "Having prepared our ambush" option and time will pass. If Tartuk Hastes Hargulka, counter it with Slow (hit them with Slow regardless). Elsewhere, you may encounter Stefano Moskoni and his bodyguards being attacked by two Trolls and two Branded Trolls. A short distance past this is another War Wisp encounter. She's looking for an author to write about her adventures. Assign an advisor to the problem immediately, because ignoring the problem will wreck your barony before it's even properly started. 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. Kalikke will ask you to send the Sweet Teeth on errands so that she does not have to meet them. You'll need to harvest three of them shortly so you may want to get this out of the way. At the top are three traps and a pair of patrolling Redcaps. He does spam Magic Missile, however, but Shield keeps you safe. I suggest that you built it on the river as close as possible to Tuskdale. Among the dead bodies and other carrion is a Dying Dwarf. Stinking Cloud will disable out the mass of them. Go to the left bank of the river where you will find a hard-to-spot (for you, the player; the DC is 7) cache containing a Shard of Knight's Bracers (2/10). The leader of the motley crew drops a Token of the Dryad while one of the other bandits drops a Heavy Crossbow +2. Do not be hostile to him. There's a log nearby to cross the ravine (Mobility DC19) which saves some backtracking. Clear another trap and continue northwest to find the Bandit Leader and his group. However, if one fails, you can attempt another. If you passed a diplomacy check when speaking to Ezvanki during your ennoblement ceremony, 'Ezvanki's Offer' is a no-brainer. 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. 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. There's not really much to see there unless you have a thing for wyverns. Make your choice and return to Bokken. Head inside the fortress, follow the trolls leader, descending to the lower floor. Otherwise, you will need to succeed at one of the skill checks. Select it and Harrim will call you a blasphemer and strike the anvil a second time, knocking a jewel free. Kanerah and Kalikke will swap places a couple of times. Continue further east and you will find an Amulet of Natural Armor +1 hidden in the grass. You want Resist Fire (Communal) on your party. If the player returns the Black Whip to Bartholomew during Guiding Beacon and didn't force him to release or kill Dimwit then the player may recruit him as an advisor; Bartholomew can serve as Treasurer or Grand Diplomat. You might as well sell him back his key (2 gold). She guesses that he might be near the river. Continue northeast and turn left at the crossroads. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. When they're dead, you can loot a chest for a Wand of Fireball and Bracers of Armor +1. F-2. Lone House (Troll Invasion) - Pathfinder: Kingmaker - GameFAQs Don't go into the ruins just yet. You will receive this notification when the curse timer reaches 28 days. Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. You get 450 experience points as a reward. You will pass the Lonely Barrow to your south. When they're dead, climb up and grab a suit of Leather Armor +2 and other stuff from a couple of loot caches.