Afterwards, search the Sniper's body for the Black Whip. After this, deal with the stuck cart, and then talk to Jubilost. When you return to the throne room, Kesten Garess will tell you of Troll sightings in the Narlmarches and suggests that you investigate the rumours yourself. After killing them, look for a concealed log containing some gems. Make your way to the northeast corner and kill some more oversized amphibians and grab another Token of the Dryad. Troll Lair, First floor (hidden floor . Assuming you killed Hargulka, you can loot his remains for some very decent stuff: the unique Mallet of Woe, a Belt of Physical Might +4 and the Iron Dwarven Key which will allow you to open the remaining doors in the complex. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. It's hard to swallow, but agree. Head back to the world map. In return for saving their lives, Rook will give you a Gold Cog-wheel Ring and some gold. Halfway along the northern wall is a trapped and locked (DC22) with more unimportant stuff. You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. What can go wrong, I really disliked something that comes up later: (spoiler inc obviously). There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). She will suggest that you ask the boy's mother instead. Protection from Evil is useful and Blur / Displacement on your front line fighter is essential. He is speaking to someone named Amalia, who is an adherent of the cult. A new update 2.0.7k is here! The large chest reveals itself to be a Mimic. After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. Nice thing for a mother to say but it gives you an idea as to where to look. If you have Tristian, he can use Metamagic to make it last twice as long. While you're immune to electricity, go across to the other side where there's a Mobility (DC20) check to get across a ditch. The Ancient Will-o'-Wisp is quite nasty but it doesn't go invisible so you can hit it reliably. Quicksave before going down into the laboratory. Head through the gate and make your way northeast to the large tree in the courtyard. There are two traps just beyond (DC22 and 25), one immediately in front of the other. The Nature of the Beast - Pathfinder: Kingmaker Wiki He also drops some decent loot. You will be attacked by the scarecrow and the inhabitant of the house. All that lies between you and escape are a pair of 2nd-level Ferocious Wolves. It's high time we looked for this Lost Child. Retain Bartholomew. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. He will use Lay on Hands repeatedly to heal himself so equip Valerie with potions of Healing. There's a tough enemy encounter here but a nice weapon to grab as well. You will find the thief, Kergan, trying to palm the armour off to a seller. Ask about Trobold and you can question him about Tartuk and Hargulka. Even if you can't use it, it's worth 5000G which is a decent chunk of change. Clear another trap and continue northwest to find the Bandit Leader and his group. 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. Otherwise, level up another advisor. the place will be empty so camp until nighttime if necessary. To the south are a group of five Dire Boars. After you've cleaned their blood off your blades, loot their camp for some tasty loot including a Phylactery of Negative Channeling and an Arcane Protector dagger. Depending on your choice - after troll trouble he is either a potential advisor or stays grumpy in the house. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. It is located in the west of the region. You have a number of ways to respond. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. Ignore the imposing statue of Torag for the moment but grab some minor loot from a container next and read the Worn Parchment for some hints for a puzzle. 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. Head south to rescue him. Hit the Doomspider with Glitterdust and its AC will drop to sensible levels. Ask him about himself and what he's doing and he's not very forthcoming. You can attack right away or you can speak to him which leads to a number of options. Go west along the northern edge of the map. Guiding Beacon is a quest in Pathfinder: Kingmaker. When you defeat him, he will shift back to human form and you have to decide what to do with him. Leave the cave and cross the bridge. He gives you the key to his laboratory and tells you to wait for him. Click on the cart to start an storybook sequence. Search a hidden chest a short distance to the right for a Robe of Earth and some gold. These are fairly powerful creatures with 102HP and a nasty acid spit attack. You will pass Iron Mine, a kingdom resource, to the north. A popular method is to cast Grease at the location where the fight will take place and give Valerie Freedom of Movement. If you make a World (Knowledge) check (DC23), you'll gain a few XP. Cast Delay Poison (Communal) and head east where you will come across four Greater Monitor Lizards. 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. You do not start off in combat so you have an opportunity to both equip him and treat his wounds which are quite severe. Otherwise, assuming Tartuk survived, you will find a group of leaderless kobolds close to the exit. Tell her that you know what happened to the village and you will be able to choose a version of events. However, Ekundayo is a stealthy sort. Stefano Moskoni is an annoying Pitaxian who has come to deride your efforts. They drop Masterwork longswords. 80. r/Pathfinder_Kingmaker. When you're ready to proceed, take the stairs down to the Depths. There are two more bas reliefs which are DC19 and DC27 to decipher. Note that you cannot proceed further into the keep. They aren't hostile so you can't get the drop on them. Head south at the first junction and then turn west. If you examine it, you will figure that it wasn't killed by the Tatzylwyrms. Interactions 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. Go the nearby Lone House location, finish off some enemies and find Bartholomew in the upper right corner of the map. However, they are accompanied by a Boomsayer who will make your life hell if you don't kill him. You will probably aggro the large group outside the house at the same time. Next, you will have to return to Bartholomew to help him in the battle against trolls (go to the Lone House location). The room beyond has a trap on the floor (DC21). Arresting him is somehow Lawful Evil. When the 14 days are up, the Rotten Beasts event will appear in your event list. Turn your attention to the Owlbear which is still all but impossible to target from this side. Before leaving the area, grab a stash of minor loot (locked, DC22) to the right of the exit. When you enter you will be met by a lizardman named Kagar who mentions a "youngling". For Freedom of Movement, most characters should be able to use the Mace that Hargulka dropped. And so the quest begins. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. This is the Heart of the Anvil and you should keep hold of it. It's tough and you start unbuffed but your whole party should be able to hack it to death easily enough. This is another dwarven relic that will have Harrim musing on the inevitability of death and decay. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. Open it up for a unique suit of armour, Blessed Path, and a large quantity of gold. There is also a merchant near the gate if you want to offload junk that you don't want to carry back to civilisation. Another Ancient Will-o'-Wisp will attack you. 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. You may also have a new event, "Accursed Things", which is related to Nazrielle's quest. And that is why Regongar gets to kick his heels in the throne room in my playthroughs. Afterwards, unlock the chest using the key you found earlier and you will find a unique breastplate, the Heart of Valor, a Dwarven Helm Shard (6/10) and some gold. At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. There's a chest with some minor loot. Continue north and you will bump into two Kobold Sentinels. Use Glitterdust and Hideous Laughter to disable the trolls and kill them with maximum speed because Bartholomew isn't exactly tough. Continue southeast from the Kobold Camp. Buff up when you get across because there is another Nereid battle. Return to your capital and rest. Afterwards, search the body on the ground for the Dirty Travel Log. If you brought Jubilost along just to see the ruins, it may be worth a trip back your capital to change to your first-choice companion. If you got one of the wererats to drink the formula, you'll have one less enemy to deal with. After seven days, when the problem has been solved, go to Shambling Steps to confront Nazrielle about the dodgy weapons. The trap cramps your style quite badly so make sure you have your ranged attackers take out the Shaman. Cross over to the south side of the Gudrin River if you're not already there and head east. Claim the Abandoned Laboratory near Lone House on your way. He deserves to be hanged in chains! Rather than fight them fairly, you can target them with missile weapons if you go south a short distance. When they're dead, search the ground nearby for another Melted Shard of a Ring (4/13). Search the ground a short distance ahead for some gold, gems and the Chaos Shard dagger. Continue south and clear a pair of traps (DC23 and DC21) from outside the double doors leading west. The quest will begin after you have your share of fun ruling the Kingdom a bit. Tristian's Holy Lance ability on your best attacker is quite nice for these since they are evil. The entire horde will attack. Afterwards, you will learn who's behind the mischief: Tartuk. A sack in the top right corner contains the final Dwarven Helm Shard (10/10). Be careful that you don't run into them. The only characters not affected are Amiri, Valerie, Dog and a female main character. 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. If you use my Valerie build, she has True Strike, Mirror Image, Displacement and Dragon Breath (which is quite effective). Bartholomew is involved in the quests Troll Trouble and The Nature of the Beast during which his house is attacked by trolls and trollhounds. Cut your way through three Hodags and when you reach a cave entrance, buff up seriously. Return to the village and look for a man named Aysel who seems very upbeat about the Silver Dragon. You can question the girl and ask her about the "wanderer" who warned them that Jaethal was after them. Keep bludgeoning weapons equipped and backtrack to the room where you met the bandits. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. Continue west to arrive back in the entrance. Backtrack and head north, or follow the path along the shore of Candlemere and head east. If you ask about the goddess, you can make a Diplomacy (DC25) check to talk some sense into him which is the ideal outcome. If you recall, he's the jackass who mocked you in your throne room. Make a Lore: Nature (DC15) check and you can calm them so that they can help retrieve the cart from the river. As you head down the corridor you will have to fight a Dread Skeleton Elite and three Nightmare Skeletal Champion Archers. Approach the wererats to the north but don't immediately attack. You want to get Glitterdust on him so that he's slightly easier to hit. Head across to Shaynih'a and she will give you a Spear Fragment to show to Storyteller back in your capital. After the envoy has given his advice, Jhod Kavken will speak to you about a cursed location nearby that feels similar to the corruption you found at the Temple of the Elk, which will add Bald Hilltop to your world map and initiate the Ancient Curse quest. I guess it's finally time to check out Bridge Over the Gudrin River. I would equip this on Octavia or Linzi, since you don't want to be attacked by someone who would actually benefit from the sneak damage. If you do so and Octavia begins to verbally bait him, you must intervene or fight him. There are plants along here called Mudleaf. There is a hidden cache nearby with a Token of the Dryad. Head southeast from the dead Troll.