Continue west and you will see Mud Bowl to the south. There are three Trollhounds in the first room which serve as a good demonstration of the power of the Devourer of Metal. So Shall You ReapBe polite if you want to stay on the Guardian's good side. Being able to recruit Bartholomew as an advisor later brings two benefits. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. Among the ruins of the fortress you will find the portal and Rismel in front of it. Go down the slope west towards the shore. Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. This quest takes some time to play out, so you can get it underway before doing other stuff. Continue north and turn west at the crossroads. If you have the complete set of Restovic relics, he will trade these for a story, earning you 4000G and 600XP. Head a short distance up the slope and Jubilost will announce that this is the place he was searching for, giving you 1800G. You will meet up with the Guardian of the Bloom again. Backtrack to the corridor where you fought the skeletons and follow it around. Afterwards, head back north to the Murque River. Initially, you will be fighting six Giant Spiders. Leave her alone for now and continue south. Run down to see a large group of kobolds attacking a handful of gnomes. The two chests to the right of the throne contain gold and minor loot. Ask about Dimwit and you'll have a number of choices. Among the Kobolds prioritise the Boomsayer and Sniper. In your Throne Room, you will receive a visit from Dragn and Shaynih'a who will give you items. To the south are a group of five Dire Boars. However, you should ignore it for the time being. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. Select it and Harrim will call you a blasphemer and strike the anvil a second time, knocking a jewel free. Cross back into Kamelands where you will pass Bald Stones to the north. Examine the campfire. From the Ruined Watchtower, head southwest and cross the Murque River. Turn your attention to the Owlbear which is still all but impossible to target from this side. The only other bandit who is a remote threat is the 8th level Fighter. You then need to refrain from attacking him until he finally succumbs to the sunlight. Otherwise, he will simply disappear. In the meantime, you may want to explore the Dire Narlmarches or venture into the first few levels of the Tenebrous Depths. He will open up a little more. There is nothing to do immediately, but you should have a couple of quests awaiting your attention. If you killed the leader you will be able to loot his magic weapons, armour and gear. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. Be sure to buy the Bag of Holding in his stock - you should easily have enough gold. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. You can use the time remaining productively. If you got one of the wererats to drink the formula, you'll have one less enemy to deal with. He will throw three fire bombs per round. Loot a nearby body the a White Cog-wheel Ring, a Handaxe +1 and a Bandit's Letter which makes for interesting reading. He wants you to take him to any dwarven ruins you find. You can also start a project. Later in the game, you will want to increase this reserve. Drop a Stinking Cloud - it disables the War Wisps quite nicely. Three more are in the previous room. Head east from the Silverstep Grove. There are plants along here called Mudleaf. Lots of trolls, typically in packs of four. Search for a hidden cache in the rubble nearby for a Torag's Pendant. Kill them and head south a short distance to find a hidden (DC25) and locked (DC19) cache containing a Cloak of Shadows. Make your way to Narlkeep. 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. Send just one person through the gate at the top to trigger the two Ancient Will-o'-Wisps, otherwise you'll get bottlenecked. 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. Loot the nearby crates to find a Dwarven Helm Shard (5/10) amongst other things. The next room down is used as a larder. You probably witnessed the "cleansing" he talks about. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. Either keep the whip to yourself by telling Bartholomew about it (or lying about not finding the item) or return the item to its owner, who will reward you with 1500 coins and 375 experience. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. Explore and conquer Stolen Lands and make them your kingdom! 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. Finally, you will have a decision to make about the girl's fate. Regardless, the quest will be completed, and you will be ordered to return to the barons castle. You might as well sell him back his key (2 gold). The Greater Trollhound drops an Amulet of Natural Armor +2. You can question him further about this troll, Kargadd, and you will learn that its weakness is sunlight. Head west from your starting point where you will find a bunch of kobolds trashing a camp. There is a trap at the bottom of the nearby stairs so don't go down there at this time. Dimwit is an enemy in Pathfinder: Kingmaker. Follow the dog until you find a man called Ekundayo. Head east along the riverbank and go into the Lizardfolk Village. Go northeast at the next junction and cross back over into Shrike Hills. 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. 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. 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. Leave the town and enter kingdom management. Find Lykka and tell her about the Cyclops for 300XP and some gold and gems. There are a couple of loot stashes here, one of which is locked (DC21). Continue east and when the path forks, turn southeast towards Lake Silverstep Village and go in. the place will be empty so camp until nighttime if necessary. There is a building in the north of the area that requires a key so ignore it for the time being. Hit the road again. He gives you the key to his laboratory and tells you to wait for him. You have a choice. You may want to claim the nearby Remnants of Dwarven Fortifications. Return to the trail and continue east at the junction. Immediately south is a hidden panel in the wall which contains minor loot. He's not very tough and drops a Masterwork handaxe. You can visit the location if you like, although the walkthrough will bring you here later so I would recommend that you skip it for the time being. If you do pop back, Kesten will add something else to your plate. You need Delay Poison, Resist Fire and Protection from Fire. Amiri will announce her intention to kill the creature. First, each adviser position gains bonuses from a particular ability score. Exhaust his conversation options to learn that a spirit calling itself "Great Ancestor" is manipulating Vesket, the village chief. The inactive one is soot-blackened. You will have to wait a while for the quest to update. Failure just means you lose eight hours. The one in the corner is trapped (DC22) and locked (DC23). There is a locked (DC20) chest in front of the house with some minor loot. If he's not disabled, he will get off Enervation which is a pain to heal. You starting point is approximately halfway down the eastern edge. The Lonely Warrior drops a Frost Greatsword +1 and a suit of full plate armour. 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. Cast Stinking Cloud on top of the enemies. Honor his request and select the first option to instantly go to the enemy. Time to find out why Jenna sent us on a wild goose chase. STR: 10, DEX: 18, CON: 18, INT: 10, WIS: 14, CHA: 10. Before going into the village, you can explore the area. The Perception choice is probably the easiest to make unless you have a character with very high Intelligence or Charisma. Manipulate the floor puzzle so that the lightning rune is showing. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. When there are sixteen days remaining on the curse timeline, you will receive an event, "Troll Invasion". At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. This may be sufficient to reveal a trap (Perception DC36) across the passageway. Wilber will find rest at last and you can search a nearby container for your reward: the Phylactery of Positive Channeling. The trap cramps your style quite badly so make sure you have your ranged attackers take out the Shaman. 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 top, there is a cave entrance to your right. Search the containers by the campfire for minor loot, lots of cheese and a useful pair of Swiftfoot Boots which work well on a less mobile character like Valerie or Harrim. There's a Troll and a Trollhound who need to be killed. When they're dead, you can loot a chest for a Wand of Fireball and Bracers of Armor +1. This should bring you close to the Hodag Lair.
pathfinder: kingmaker bartholomew release troll You should have two relic sets (helmet shards and soot-blackened tools) to give to the Storyteller to receive the Trailblazer's Helm and a decent chunk of gold and XP. It will be called Troll Lair afterwards. If your main character is a Paladin, you're in luck. Hello, crusaders! It is possible to recruit Bartholomew without completing certain portions of his quests. If you kill him, you can grab some modest loot. You can target them from outside their area using ranged weapons and they can't touch you. Take a look at the booty near the boat to learn about the adventure seekers who went here before. Grab a Two-Bladed Sword +1 from under a tarpaulin and look for a nearby hidden cache (DC16) for a locked container (DC18) containing some gold and gems. He tells you that the Great Ancestor instructed them to eat their own eggs. Back in Tuskdale, head to the Main Square to look for Enneo only to find that he's fled. Dog can keep one of them tripped. If you search around the nearby houses, you will find a couple more loot containers. You will see a Coal Mine just to the west which you can claim. I think the trolls are overpowered in your case (or may be Bartholomew died because of AOE damage from your attacks/spells). There is a new curse research project available, Jenna Tannerson. There is minor loot in the container to the left of the door. Clearly he's not all there. A messenger hands you a letter for Valerie. Pathfinder: Kingmaker - Definitive Edition , Prologue - The First Step on the Road to Glory, Of Cows and Other Matters of Political Importance, Trickery, Stealth, Knowledge (World), Perception, Use Magic Device, Poison Resistance +2; Discovery: Precise Bomb, Elemental Focus - Water; Infusion - Extended Range; Point-Blank Shot, Shroud of Water; Wild Talent - Kinetic Healer, Elemental Overflow; Infusion - Kinetic Blade; Precise Shot, Metakinesis - Empowered; Infusion - Torrent; Deadly Aim, Mobility, Stealth, Lore (Nature), Perception, Elemental Focus - Fire; Infusion - Burning Infusion; Point-Blank Shot, Metakinesis - Empowered; Infusion - Extended Range; Spell Penetration, Athletics, Mobility, Stealth, Lore (Nature), Perception, Favored Enemy - Giant Humanoids; Point Blank Shot; Precise Shot, Endurance; Favored Terrain - Forest; Weapon Focus (Longbow), Favored Enemy - Magical Beasts; Boon Companion, "We tried picking a lock" (Trickery 25 - Octavia should manage this without too much difficulty), One of us tried to jump onto the cart (Mobility, followed by Lore: Nature), "Precautions were definitely in order" (requires rope), "We talked it over and chose a volunteer", "jump to the other side" (Mobility 15), "Trade Agreement with Mivon" if you persuaded Dalton to trade in your barony, "Research into the Nature of Curses: Tartuk" if you learned of Tartuk's curse, Decent Perception or the Wand of Find Traps. You will find Maegar Varn speaking to a merchant. If you passed a diplomacy check when speaking to Ezvanki during your ennoblement ceremony, 'Ezvanki's Offer' is a no-brainer. However, there's a lots to do before you go there. 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. With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. Quicksave and when you're ready, speak to Rismel, the figure standing by the portal. Unwanted LegacyQuick save and examine the anvil. You have to find the Ruined Watchtower to the left of the fortress and go there. Fight your way through a group of four War Wisps. Heal him rather than finishing him off. The first thing you want to get off is Stinking Cloud. Head inside the ruins. Backtrack to where the slope forked and go right. This will give Valerie a decent attack boost which she will need against his 29 AC. 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. Head northeast from your starting position. Continue west up a slope and you will find a stash of gems by the river. Unwanted LegacyInteract with the statue and Harrim will wax philosophical.
Pathfinder: Kingmaker - Troll Trouble Walkthrough - Neoseeker You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. When you're travelling the world map, you might bump into this guy. 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. Grab the three volumes of 'Transmutations and Bodily Poisons' for Bokken and make sure that Valerie is in your party. There is another group of Dire Boars further down - this is one dangerous village! After you've slaughtered them, you will find a trapped (DC22) backpack with a suit of Half Plate +2. All five will hit you with sneak attacks so be prepared to take some damage. You will want to make the Intimidate (DC23) check here. Quicksave before entering and then have Linzi sing Inspire Competence. Note that you cannot go further east for the time being. Picking the flowers is a DC27 check so maybe save scum as well. They are still hostile to you, however. When you leave again, bring 12 rations (enough for 3 rests with Ekun's special ability). pathfinder: kingmaker bartholomew release troll. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer.