All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. Take her up on her offer and she will give you a Ring of Protection +2. The check is made by your main character, so choose whichever one is most likely to succeed. Continue north to the next room and you will find a Kobold Artist painting a fresco. The quest will be completed. Kanerah and Kalikke will swap places a couple of times. This time she is accompanied by two Ferocious Hydras and two Nixie Pranksters. If you speak to Tartuk you can learn a great deal about the kobolds. They do lots of damage, have high AC, DR 15/adamantine, breathe out poison gas and are immune to almost everything. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. If you read his diary you will learn of his experiments on some unfortunate named Dimwit. Use Glitterdust and Hideous Laughter to disable the trolls and kill them with maximum speed because Bartholomew isn't exactly tough. You're at a reasonable advantage with these guys. Leave the cave and cross the bridge. Bartholomew comes across as a perfectly normal person for a wizard, but if the player explores his shed they can find out that he is performing brutal experiments on a captured troll named Dimwit to unlock the secret of regeneration and immortality. Talk to the witch Old Beldame and learn that, apparently, she did not do anything wrong. Lots of trolls, typically in packs of four. Do not go through the gate. As soon as you are on the spot, the quest will be completed. Saving Bartholomew? : r/Pathfinder_Kingmaker - reddit It's perfectly doable at 8th level. Return to your capital and take care of any throne room business. The ghoul's name is Dorsy. Head east from Tuskdale and when you reach the junction, head northeast rather than turning south towards Bridge over the Gudrun River. One of the doors upstairs is locked (DC17). Talk to her and learn about the missing son. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. Take the trail leading east and at the next crossroads, take the southwest path. And it might be worth a trip back regardless to acquire a new quest. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. Dimwit is a unique troll that can be found at the Lone House as a captive of Bartholomew Delgado. 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. There is another floor puzzle in this room which you can simply make a note of for the time being. On your way back, stop over at the Lone House area and pay Bartholomew (who is still in his laboratory) a visit. Therefore, you have to get into melee range so that he attacks, walk away (and eat the attack of opportunity) and so on until he stands on the sunlit spot. However, not all of them may best suit your realm and leader. The Blades aren't much tougher than the Sentinels, although they have sem-respectable AC. They depict the creation of a phylactery for a lich and the lich slaughtering innocents. The two containers near the doorway you came through hold minor loot. Don't decide what to do with Remus right away. 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. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. Rest up and grab the Onslaught armour pieces from your Personal Stash. The Young Elves have a few Masterwork weapons and a Ring of Protection +1 and you will find an Elven Curve Blade +1 on the ground. 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. These creatures have 100HP and DR 10/cold iron But they're fairly slow and you should be able to open up with a salvo from Ekun. Bartholomew's House I've played through the Troll Chapter probably 10 different times, and every other time, Bartholomew's area gets invaded by trolls at some point, I go there and save him (or fail to), and he asks me to recover the black whip. If you had Jazon escort you to meet Hargulka, this can end peacefully. Go into the room to the south where you will find a Kobold Shaman teaching a group of kobolds and a pair of trolls rudimentary common. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. At the next junction, turn northwest and follow the trail to find a crossing point over the Murque River. When you return to the road, bring Amiri with you because we can do her companion quest. When they've finished speaking, How to Build a Kingdom will start and you will have a tutorial for managing your barony. . The next time you go into Kingdom Management, you will find two new pieces of Curse research. Back in your capital, go into Kalikke's house where you will meet Naiho, Elki and Tevi, the Sweet Teeth. Follow the path south until you see a dog beckoning you to follow it. Stinking Cloud will disable out the mass of them. Don't take these straight to Dorsy, however, since there may be a better option. He deserves to be hanged in chains! There's little point in doing further exploration for the time being. 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. Kalikke will note the ruined tower and point out the boss of the area. 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. Initially, only the Young Hydra is in aggro range. After looting their bodies, look under a tarpaulin for a Cloak of Resistance +1. Afterwards, speak to Rashor and he will invite you to his village. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. Because there's no rest for the wicked, Jhod will come up next and suggest that you employ Bokken as your court alchemist, initiating The Court Alchemist. Head south towards the Skunk River. The Old Beldame will come out of the house and you can now go into the garden. This will bring Jethal's quest to a conclusion for the time being. 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. Regardless, the quest will be completed, and you will be ordered to return to the barons castle. Suggest that you look for it together and Jubilost will agree to join your party. It seems that the merchant Enneo has a dagger that belonged to her. Search the chest to the left of it to find the Soot-Blackened Tongs (4/5) and some Bracers of Armor +3. Advance towards the rift as you battle these creatures because when you kill the first Greater Giant Spider, a Silky and a Doomspider will emerge from the rift. Head north and examine a log by the path. Afterwards, make your way to the area exit in the southwest. If you are able to make an Athletics check (DC24 - you can try multiple times but it will fatigue you), you will clear the rubble and create a second exit. Continue north and you will bump into two Kobold Sentinels. Take out the Alchemist with Ekun and send surviving melee characters (such as Dog) after the archers. Drops from Kobold Sniper (Guiding Beacon) in Troll Lair Depths. If you go south and east, you will come across another group of bandits. Head to the world map and level up your party members (you should be level 5). The initial creatures are a Bear-like Treant and a Quick Boar. Go inside the hut and speak to the child, Tig. Another body at the foot of the tree has a Wand of Burning Arc and you will find a Token of the Dryad and the Cypress Queen's Flower (2/5) on the ground (it's hard to spot under the tree, but it's there). Or lie. Ask her what she wants and she will give you a letter to give to Hassuf. 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. Give this task to Tristian (Councilor). 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. Backtrack to the start of the level and go back upstairs. A couple of days before the curse develops, head back to your capital. When you get there, make a note of the Overgrown Pool location a short distance to the east. It will trigger the quest. I suggest that you built it on the river as close as possible to Tuskdale. The open gate to the interior is just to the right, but ignore it for the moment. There's a scroll in a bush if you feel a burning need to pick it up. 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. After this, deal with the stuck cart, and then talk to Jubilost. You then need to refrain from attacking him until he finally succumbs to the sunlight. After the place has been made safe, search the hidden and trapped (DC22) panel in the northern wall to find a Headband of Inspired Wisdom +2. Jubilost is standing on the near side of the river. Clear the DC 22 trap from the floor before you accidentally set it off. Examine the statue (DC20) for an XP reward. The Nature of the Beast - Pathfinder: Kingmaker Wiki Continue west and then north. Go the nearby Lone House location, finish off some enemies and find Bartholomew in the upper right corner of the map. Buff up before approaching, however. Search to the right of the Hodag's Lair to find a Shard of Knight's Bracers (5/10). You will find a Taldan Warrior's Dog Tag in a bag next to a hut. Immediately south is a hidden panel in the wall which contains minor loot. You will have a number of options to deal with him. There's a key elsewhere on the level but you may be able to pick the DC22 lock anyway. Follow Tristian out to the Capital Square. 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). A short distance past this is another War Wisp encounter. You can now unlock the large doors. Click L3 to view the state of the barony and opt to buy some Build Points. Agree to help fight the monster and he will open the portal. Go the trader nearby and buy Varrask's Tools for 50G. You can take out the Alpha Worgs for the extra XP if you like, or you can simply concentrate attacks on Ivar. You have 14 days before the situation becomes urgent again. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. You may want to bring Regongar with you along with Valerie if you've built her as a Sorcerer. Start making your way back east, keeping an eye out for traps all the while. When the enemies are dead, clear the spike trap (DC25). Examine the fallen tree to find Nyta's Letter and an Old Wedding Ring. To the side is a trapped (DC22) and locked (DC25) chest containing a unique heavy pick, Demolisher. Select the "Having prepared our ambush" option and time will pass. Cross over the Skunk River. You will learn that this place is known to the trolls and kobolds as "Trobold". You will find the dog near where Amiri used to train. A Score to Settle You have to find the Ruined Watchtower to the left of the fortress and go there. So Shall You ReapDon't pursue the fleeing cultists. It's hard to make out among the dead bandits, but there is a body on the floor with a Melted Shard of a Ring (2/13). Walkthrough Locate the wizard's house You get this quest from Dalton in Special Encounter (Dalton) which you can get after starting Troll Trouble. Manipulate the floor puzzle so that the lightning rune is showing. Otherwise, you will need to succeed at one of the skill checks. After all, if you turned down every quest that came your way, where would you be? 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. In your Throne Room, you will receive a visit from Dragn and Shaynih'a who will give you items. Grab a diamond from his remains. He's not very tough and drops a Masterwork handaxe. We'll follow after him later. 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. You may want to claim the nearby Remnants of Dwarven Fortifications. A popular method is to cast Grease at the location where the fight will take place and give Valerie Freedom of Movement. Among the ruins of the fortress you will find the portal and Rismel in front of it. Make your way to Narlkeep. Head down the path and meet a dog. Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation. Backtrack, cross over the path and head west to the edge of the map where you will find the hapless Ditael facing off against a pair of Dire Wolves. When they're dead, you will find a Token of the Dryad on the ground nearby. Dimwit continues to attack Bartholomew, ignoring everything else. A hidden crate a short distance to the northeast contains a Sai +1. If you built her a workshop, Shaynih'a will visit you and ask you to come and speak to her, initiating her artisan quest. The woman claims that the witch from Narlmaches is to blame. 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). Visit the throne room and learn from Kesten about the unusually high troll activity in the region. Dialogue (Bartholomew - Varnhold Chapter), Dialogue (The Cursed King/Queen - Bartholomew), SadisticMageBefore (e50a599961407de41a55b5cd87045364), Dialogue (The Nature of the Beast - Dimwit), "Of Transmutations and Bodily Poisons", Part I. Turn your attention to the Owlbear which is still all but impossible to target from this side. Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. This will advance you through the Troll Trouble storyline. You will find Maegar Varn speaking to a merchant. You will find him on the western side of your capital. There is a "Requires Lawful" option that you can take which gives you a shortcut into Hargulka's Lair. Buff up heavily. He should know how to end these scoundrels. Make a DC14 Mobility check to climb down. To the south are a group of five Dire Boars. If you fail, curse and reload the save before the battle. Any 7th level character should be capable of taking them out. Afterwards, select "We tried to pull the cart out". The boar has concealment but is otherwise weak, weak, weak. Assign an advisor to it right away and wait one day for it to complete. The biggest threat is a level 7 Transmuter who will Haste his allies and then Slow you. Besides a couple of composite bows and a Masterwork longsword, the loot they leave behind is frankly pitiful. Return to where you found Nyta's body and put the Old Wedding Ring on her body for a small XP reward. Vesket will charge him and be struck down. Afterwards, check out the merchants in the square. Make a decision. You will pass Iron Mine, a kingdom resource, to the north. He seems very excited about the formula he's discovered. Backtrack to the Murque River and make your way east along the southern shoreline. and speak to Bokken. A woman named Jenna Tannersen will appear in your throne room around this time. There's an exit to the lower level in this room and you can get to the east of this level from there. She's looking for an author to write about her adventures. Next to the painting is a hidden wall switch (DC20) which reveals a secret room to the right. Claim the Abandoned Laboratory near Lone House on your way. When it's defeated, search the various containers for an Amulet of Natural Armor +1 and minor loot. There is another group of Dire Boars further down - this is one dangerous village! Backtrack to the previous room and unlock the door to reveal a balcony. There are two traps just beyond (DC22 and 25), one immediately in front of the other. When it's clear, you can head down to the Ancient Tomb. The tempting thing to do is kill Sinnet - he really asks for it. See here for possible candidates. You can make this easier by ignoring the cart for the moment and heading north to the ponies standing by the cart. Stand just outside their perception range and drop a Web on top of them and follow it up with Grease. Return to the world map and head east from the Swamp Witch's Hut. Keep going and you will reach the village proper. There's another hidden stash in the rocks to the south which contains minor loot. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. Ask about Dimwit and you'll have a number of choices. Loot the remains and you will find a Coin with Callitropsia's Name and two Coins with Wilber's Name. Give them to Melianse and she will offer to be your friend. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. 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 are several more Dizzyheads nearby and in the corner, a trapped (DC22) and locked (DC25) chest containing Gloves of Dueling. Eventually, you will end up in your throne room. Return to the main path and cast Resist Electricity (Communal) on your party. Go inside and head down to the basement. To the left of your fortress, there is a Ford Across the Skunk River location. you can make a Knowledge (Arcana) check (DC23) for a Cthulhu reference. 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. Talk to Jenna in the upper left corner. Search a body lying on the ground nearby for a Wand of Fireball, an Amulet of Natural Armor +2 and a Shard of Knight's Bracers (3/10). Cast Stinking Cloud on top of the enemies. 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). This is for later but there's something you might be able to do now. Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. Alternatively, you can take the Lawful Evil option if you want a fight; otherwise take the Neutral Good option. Head west from your starting point where you will find a bunch of kobolds trashing a camp. Since you need to wait for further developments, you can take time out to recruit Kalikke (and her sister). Make your way down the map to the village gate. Check the timer for the Ancient Curse quest. Hopefully, that way only the Alpha will make it to your party in the initial instance and you can concentrate your attacks on him without his lesser brethren tripping your melee guys. Even if you can't use it, it's worth 5000G which is a decent chunk of change. However, if one fails, you can attempt another. Go northeast at the next junction and cross back over into Shrike Hills. There's minor loot to be picked up. Head south down the path a short distance and turn down the path to the left. The Candlemere itself is located to the bottom left of the capital. Go southeast to find a locked chest (DC17) containing a Shard of Knight's Bracers (1/10), the first of another relic item set, and a Heavy Crossbow +1. 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. Ignore it again and continue deeper into the trees. Fight your way through a group of four War Wisps. Backtrack and make your way east along the northern bank of the river. 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. Harrim will punch the anvil, smashing it. Defeat the leader and decide what do you want to do kill him or spare him. There are three loot containers, one of them trapped (DC22) containing a Wand of Prayer. Select "Settlements" and click on Tradegard. The ghost will say that it cant fall asleep because of the lights visible in the well. These are more like it - level 14 enemies. There is a Branded Troll accompanied by seven Trollhounds just below your current position. If you follow the "your house" line of questioning, you can mention his family. They're not hostile, so position your characters strategically and speak to Ivar who will promptly change into a wolf himself. If you're burdened with loot from the Troll Lair, you can sell to him as well; just be careful not to sell him anything irreplaceable (the Heart of the Anvil looks like a common gem, for example) because he may shortly disappear from the game one way or another. Instead, return to your capital. Outside the chief's hut is a sack filled with minor loot. Go into the Clutch Hut next door and speak to Virish. Go up the path to meet Sinnet. Otherwise, arm yourself with the Mallet of Woe. Make sure you have a rope. It also has DR 10/slashing so equip slashing weapons. Visit Lone House and talk with Bartholomew Delgado about trolls that can resist fire. When he's dead, retrieve the Cypress Queen's Flute (4/5). you will be able to acquire the key later. After it's dead, Amiri's companion quest will complete. They are still hostile to you, however. Either option will add the Thorn River Bank location to your world map. Hostility ensues. It's physical AC is high (AC34) but its touch AC is pathetic, so touch attacks (e.g., Acid Splash boosted by sneak damage) are quite effective. Unwanted LegacyWhen you've killed the two trolls that Hargulka leaves behind, quick save and examine the nearby statue of Torag. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer. Give Bokken the books you've found to update his quest. Head up the stairs and kill the two Redcaps. Loot his remains for a Belt of Physical Might +2. If you met him on the road, you will find Rashor here. A hard-to-spot (DC27) and locked (DC25) chest outside the southwesternmost house contains an Amulet of Natural Armor +2. When you've killed it, look for a nearby stash containing a Token of the Dryad and some gems. Just to the left of your starting point is a hidden stash with minor loot. 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. Cast Protection from Acid (Communal) before venturing further into the swamp. Before entering the ruins, get Shield on as many party members as possible (an Alchemist + Infusion helps). Continue west up a slope, keeping left. Return to the world map and you will be back at the location where you met the escort. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. Quicksave before going down into the laboratory. You will pass the Kobold Camp to your south which can give you a respectable XP reward for very little effort on your part. Lightning protection will defang the creatures while you take them out. 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.. As always when you spend some time on kingdom management, a bunch of things pop up demanding your attention so return to your Throne Room. Return to your capital and speak to Jenna who is suitably grateful. There are a couple of things to do while you're here. If you're able to kill them, loot the dead bodies nearby for a suit of Studded Leather +2 and some minor loot. It won't inconvenience Hargulka too much but it may well take Tartuk out. There are a couple of Tatzylwyrms and a Greater Tatzylwyrm in your way but they shouldn't be more than a minor bump in the road.