Secondly, he provides merchant services in your throne room. If you fail on either, your only option is to give up Karag (whom you met at the entrance). Lightning protection will defang the creatures while you take them out. Just put your High Priest on the case when you get the opportunity. 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 might expect by now that there will be some tough creatures up here and there are: two level 14 Owlbears. Use Athletics or make materials to ascend it and find a check. The inactive one is soot-blackened. Have Tristian or Harrim memorise Delay Poison (Communal) and Remove Paralysis. Start making your way back west across the area, disarming all the traps on your way. Unwanted LegacyQuick save and examine the anvil. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). You may want to rest here if you used up valuable abilities in the Monster Den. Troll lair floor puzzle. Head further up the slope and you will meet a (sort-of) friendly Troll named Jazon. Show him the coins you gathered from the Ancient Will-o'-Wisp and his pals for an XP reward. Bring rope if possible and keep Ekundayo with you at least for the time being. While you're here, grab the stash of minor loot from nearby. There's also a hidden cache in the corner with a Token of the Dryad. The Nereid will summon a Huge Water Elemental and use Confusion. Version: 0.99 | Updated: 03/07/2022 Highest Rated Guide. Unlock the door next to it leading to a treasure room. Some of the items were taken from a guide written through the beta, so it may not be 100% accurate. Assign an advisor to the problem immediately, because ignoring the problem will wreck your barony before it's even properly started. Do not sell this weapon - it can penetrate adamantine DR which is a very valuable property. Just to the left of your starting point is a hidden stash with minor loot. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. At the crossroads, head east again and cross over into the Kamelands where you will arrive at the Secluded Lodge. Head north and you will find Ivar accompanied by three Alpha Worgs. Go south down the lower passageway. Save now just in case, or at least pay very close attention to the next paragraphs if you want the "best" ending to this quest. Theres plenty of threads in here even spoiling the solution to that super easy puzzle. Ignore the entrance to the Troll Lair for the moment and follow the wall around. Head west from here to some low ruins. Deal with it and Delgado will point out the mark on the creature's skin. 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. Unfortunately, none of the merchants in your capital sell them but hopefully you have a couple at least. 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. The Greater Trollhound has AC 19, 150 hp, Fort +14/Ref +10/Will +4 saves, and regeneration 5 (removed by acid and fire). Pathfinder kingmaker troll lair sun Note. Pathfinder: Kingmaker Base Attack Bonus, Saves, and Hit Die (HP) Explained darkfireslide 27K views Pathfinder Kingmaker - Dragonknight Build BolshyPlays 115K views MONO RPG Pathfinder:. This counts as one of the three special Chaotic choices you need for the. Make sure you have a rope. As it happens, this coincides with where we're going soon. Make your way along the wall and you will come to the location where you would have climbed up to. Continue north to the next room and you will find a Kobold Artist painting a fresco. Tristian will break the news that the curse wasn't lifted, merely abated, initiating part 2 of An Ancient Curse. A little further on is another trap and another patrolling Redcap. Regardless, exhaust his conversation options for background information and make a note of where he is. Backtrack to the trail and continue west. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. a) Copper Ring, Pearl x2, Green Quartz, Bloodstone, Turquoise, 25 gold. Since you need to wait for further developments, you can take time out to recruit Kalikke (and her sister). Kobold Boomsayer (Bard 5), Kobold Sniper x2 (Rogue 5), Kobold Skirmisher x2 (Fighter 5), Kobold Alchemist (Alchemist 5). You will have an alignment option when responding to him. Bokken will somehow figure that he needs to test the potion on himself and will undergo a surprising transformation. If you go into the kingdom management interface, you may see a new event called Tenebrous Depths. The letter invites you to visit and unlocks a worthwhile project, Trade Agreement with Maegar Varn. After the fight, loot the area to acquire Dwarven Helm Shard. Return to where you found Waine and start making your way northwest. Agree to let the guards escort you to Varnhold. You will find it to the south of Bridge over the Gudrin River. After that little exchange, exhaust her conversation options. You may want to claim the nearby Remnants of Dwarven Fortifications. I don't believe the choice matters. After looting their bodies, look under a tarpaulin for a Cloak of Resistance +1. The main quest will take us to this area shortly so backtrack past the Ruined Watchtower to the river. Head south down the path a short distance and turn down the path to the left. 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. A couple of days after the letter arrives for Valerie, Jaethal will demand to see you in the throne room. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. Use the key on the chest inside Vesket's former hut to receive Shard of Knight's Bracers and various gems. Head north out of the village and take care of some Dire Boars on your left. Turn both the sun and moon dials upstairs to show the same symbol as the one that's lit up on the wall, then check the wall to the northwest of the rune in that room and it should reveal a hidden room. You will see a Coal Mine just to the west which you can claim. Make your way east along the southern part of the settlement and search the rubble next to a dilapidated shrine for a Taldan Warrior's Dog Tag. Ignore him for the moment, because there's stuff to pick up first. Make a hard save at the entrance in case you get stuck. The other chest in the room and the weapon rack both yield junk. You also have a bunch of items to sell to Storyteller in the throne room. After his turn, Ruthgert, the "First Faithful", will address the gathered throng. Alternatively, you can take the Lawful Evil option if you want a fight; otherwise take the Neutral Good option. Select "Settlements" and click on Tradegard. L. Kobold Blade x2 (Fighter 4), Trollhound (Magical Beast 4). A couple of days before the curse develops, head back to your capital. Search the ground a short distance ahead for some gold, gems and the Chaos Shard dagger. The jist is trolls are planning to attack your barony, so you must find their lair and stop them before it's too late. Again you have a number of responses. Speak to Lykka nearby who's a friendly nixie. There will also be people waiting to see you. After having spoken to the witch, return to Jenna in your capital's tavern where she'll confess she told him to go drown in Candelmere Lake. Also, be sure to unlock the door at the very south center of the map. You need to make one of the speech checks. If you stand in the location shown, you will avoid it. Choose the Lawful Good option if you want the best outcome. On the west side of the map (outside the village itself) you'll find two Venomhodags. You will to some rocks which require an Athletics check (DC22) to climb. Make a note of this location because you will be back here much, much later. Thank you, Valerie. Ignore the door to the north for the moment and disable a trap slightly further along the corridor (DC21). Steel Dwarven Key is a key in Pathfinder: Kingmaker . You can sell all the Masterwork crossbows that the Snipers dropped while you're at it. You can attack him (LG or no moral choice) or engage in dialogue. Passing a Perception check, you'll be able to take a closer look at something in front of his house: footprints, leading north. Cast Delay Poison (Communal) and head east where you will come across four Greater Monitor Lizards. Hargulka has 236HP, which is the main thing you have to burn through, and five powerful melee attacks. Buff up before approaching, however. Continue heading south where you will find a barrel in the corner of the room containing a Torag's Pendant. If Tartuk Hastes Hargulka, counter it with Slow (hit them with Slow regardless). Find Dragn and give him the Onslaught pieces. Act 4 - The Varnhold Vanishing - Pathfinder: Kingmaker - GameSpot It also attempts to trip opponents on attack. He has some interesting stuff, but nothing that made me feel compelled to part with 1000s. You can grab a Masterwork longsword from the Werewolf and find a stash a short distance further south with a decent amount of gold and gems and a Taldan Warrior's Dog Tag. You have a number of ways to deal with them: 1) Stop Ekun (requires Good, NG moral choice); this counts as one of three special Good choices you need for the. Instead, continue northwest to the Ruined Watchtower. The boar has concealment but is otherwise weak, weak, weak. You can use Fear, Hideous Laughter, etc. Make your choice and return to Bokken. Kargadd will turn to stone if he fails a Fort save here. 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. But not Grease so lay that down and then lay into them with the person wielding the Demolisher. If you spoke with Vestek peacefully before, he'll now attack you, along with some Lizard Patrolmen (not all of them will side with Vestek, thankfully). If you are having problems opening doors even after obtaining one of these keys, make sure that a humanoid (as compared to Ekuns Dog) is trying to open the door. Capital: After the Season of the Bloom, K. An Ancient Curse, Part Three - Bald Hilltop. If you succeed, you have a number of ways to deal with him. Make your way to the area exit. Continue east and you will pass Empty Skull Rock to the south. If you're still waiting, just enter your Throne Room and click the desk and skip time until the next event. Make your way to the northeast corner and kill some more oversized amphibians and grab another Token of the Dryad. You will have a number of options to deal with him. How to solve it? Search a crate by the side of the house to find an Ancient Rostlandic Coin. This counts as one of the three Lawful choices needed for the. He is a rather sketchy individual, but agree to investigate anyway. Just south of the bandits is a log containing minor loot. Continue east and you will find a Spectre wandering around. Ekundayo will object if you decide to let him go, and he may leave your party depending on your interactions to datetaking all of his equipment with him. Inside the lab, you can read Bartholomew's diary to learn he's been conducting experiments on trolls. Both locations yield decent loot and are worth the trip. If you tell him his king didn't want peace, he will retreat. Head east and look for a stash containing a Token of the Dryad among some bushes. 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. As the creature informs you, it feeds on the fears of the people in the village. Wall Panel (Perception DC 16, Trickery DC 16): Scroll of Acid Arrow x2, Gold Ring, Exquisite Pearl. Inside the room, fight the Mimic (note its immunity to Acid) then take the goods (among them: Shock Light Crossbow +1). Before going in, you'll want to rest, however. Dwarven Ruins | Pathfinder Kingmaker Wiki a) Agate 11; b) Chest (Perception DC 7, Trickery DC 5): Gold Ring, Silver Ring, 50 gold. If you choose to wait, three hours will pass after which two Trolls and a Branded Troll appear. If you search around the nearby houses, you will find a couple more loot containers. It won't inconvenience Hargulka too much but it may well take Tartuk out. Dying Dwarf (Perception DC 7): You can: 1) heal him (NG moral choice, 67 exp), 2) finish him off (CG moral choice), or 3) leave him to die (NE moral choice). Before speaking, you might make a Perception check (DC 20) to notice that he is exhausted. Initially, only the Young Hydra is in aggro range. He deserves to be hanged in chains! If you recruited Nazrielle, her apprentice, Sartayne, will appear to offer an apology. In the upper east room you'll encounter some spiders. She makes 3 attacks: a bite at a +13 to hit for 1d8+14 damage and 2 claws at a +15 to hit for 1d6+14 damage(with Power Attack). Before you pry open the lid, make sure you're at least level 6 (and ideally level 7) and are buffed heavily (ideally with Resistance to Electricity). You will also see a new quest appear, Beneath the Stolen Lands. Return to the world map and you will be back at the location where you met the escort. Go northeast at the next junction and cross back over into Shrike Hills. One contains a suit of Chainmail +2 while the other contains minor loot. When they're dead, you can find a Taldan Warrior's Dog Tag among the rocks to the right. Another Ancient Will-o'-Wisp will attack you. The answer is to have the Sun (J1) set to the lightning bolt (SE symbol revealed) and the Moon (J2) set to the fish (NE symbol revealed). There is a hidden cache nearby with a Token of the Dryad. Go north up the passage and clear two traps from the floor. The two chests to the right of the throne contain gold and minor loot. Picking the flowers is a DC27 check so maybe save scum as well. The Nereid is unaffected but the Nixie and frogs should be disabled. Continue to the edge of the map and you will see a Gloomberry. Grab a Torag's Pendant from a cache and continue along the wall. , Silver Ring, Commandants Journal (First Half). Over the course of the game, this will save you from having to sit through dozens of lengthy loading screens. After defeating them, you may want to use Inspire Competence because there are a number of high DC checks in this room. Click on the cart to start an storybook sequence. The building will take 10 days to complete so you'll want to do stuff in the meantime. She stole the money to pay for a printing press. There is minor loot in the container to the left of the door. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. You will find another group of wolves in your way: an Alpha Wolf, a Worg and five Ferocious Wolves. Take out the Alchemist with Ekun and send surviving melee characters (such as Dog) after the archers. Buff yourself before the fight to come, then touch the tree to make the nymph appear. Do not worry about it for the time being. 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. When you return to the road, bring Amiri with you because we can do her companion quest. a) Gold Ring, Potion of Cure Light Wounds x2. Continue west up a slope and you will find a stash of gems by the river. Send Ekun's wolf after them. Instead, continue northwest where you will find three Ferocious Wolves and a Kobold Sentinel. Yet so many people are just too dumb to use search before! Move your party to the right of the coffin before you attempt to get the lid off. Three of these can be found in the area. If you kill him, you can grab some modest loot. pathfinder kingmaker troll lair puzzle why do my hinge likes disappear. Once there, seek out Bokken and ask him to be your court alchemist. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. P. Jazon. Find Lykka and tell her about the Cyclops for 300XP and some gold and gems. The biggest threat is a level 7 Transmuter who will Haste his allies and then Slow you. This is the first of new set of relic fragments. Speak to him and ask to trade stories. He directs you to mage named Bartholomew to find out more about these trolls. There is a group of elves a short distance to the northwest. You can use the time remaining productively. Espaol - Latinoamrica (Spanish - Latin America). Cast Resist Lightning (Communal) before you go near it, however. Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. Stand just outside their perception range and drop a Web on top of them and follow it up with Grease. There's not really much to see there unless you have a thing for wyverns. As fate would have it, a woman named Jenna Tannerson's son has gone missing. hot naked girls around fort payne. Leave the town and bring up the kingdom management screen. Afterwards, select "We tried to pull the cart out". You will also get the opportunity to ask him about their new kingdom Trobold. H1. When he's dead, retrieve the Cypress Queen's Flute (4/5). There are two locked chests (DC23). There is a locked (DC20) chest in front of the house with some minor loot. Speak to the chieftan (King Vesket) who will at first prove unwilling to part with the child. The sun and moon reveal a chest on the next level with some rather nice armor. However, since the amount of backtracking is the same (and to make the walkthrough easier), head back to the entrance and go east. Next to the painting is a hidden wall switch (DC20) which reveals a secret room to the right. There are three loot containers, one of them trapped (DC22) containing a Wand of Prayer. You have good and evil options for dealing with them and then a bunch of choices. Credit: zekedk. This advances the. There is a building in the north of the area that requires a key so ignore it for the time being. If you got Jason to bring you here, Hargulka will lose little time dismissing him (with a rather fisty reprimand) before turning his attention to you. Take her up on her offer and she will give you a Ring of Protection +2. Buff a little and take them down, then loot the chest to acquire. If your main character is a Paladin, you're in luck. An alternative is to have Linzi engage Inspire Courage before you approach Sinnet and his crew. You will find Bartholomew being attacked by a Troll, a Branded Troll and Dimwit. After all, if you turned down every quest that came your way, where would you be? Kesten Garess will meet you to give you a whistle-stop tour. If you're lucky, you can make a DC28 Bluff check for an additional 1500G and 360XP over what you would have received for completing the quest. Pathfinder Kingmaker Enhanced Edition - Troll Lair Depths Puzzle On Normal difficulty, the Branded Troll has AC 16, 104 hp, Fort +16/Ref +5/Will +4 saves, regeneration 5 (removed by acid and fire), and fire resistance 96. Examine the statue (DC20) for an XP reward. Reward for solving the sun and moon puzzle. Give this task to Tristian (Councilor). 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. Tristian will want to talk to you about the cultists that you may have encountered on the road. By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. If you read his letter, you know what common sense tells you anyway: there is no such thing. He also has a permanent Freedom of Movement (4) effect, making him immune to spells like Grease (1) or Web (2). Head to Narlkeep and return the armour to Dragn to make him a happy dwarf. If you then turn the dials to match the room with the sun and moon statue downstairs it'll open to show a chest in that . If you are unable to recruit him, you can murder him. Tell that the Scythe Tree has been destroyed for an XP reward. Head northeast from your starting position. (If your main tank goes down, he'll make quick work of the rest of you, though he may be low enough by that point to barely squeak out victory.) When they're dead, search the dead body to find two potions of Invisibility (ha! When you're travelling the world map, you might bump into this guy. Open the east door (the only one you can right now) where you'll find Jazon. Invisibility or Stealth and Freedom of Movement together with Expeditious Retreat. The Greater Trollhound has 150 HP and a howl that causes fear. One of the chests is a Mimic. Hostility ensues. Otherwise you can make a Strength or Dexterity check to start a fight at an advantage - either one troll down or the kobold shaman out cold. The XP reward is nice to have right now but you'll get it later anyway. Afterwards, search the Sniper's body for the Black Whip. Troll Lair Walkthrough Hargulka's Diplomacy When you enter this area, you'll immediately be confronted by Hargulka and four subordinate trolls. A Secret Room - Pathfinder: Kingmaker Wiki You'll appear on the, Jazon will only be here if you didn't kill him earlier. It has decent defence and 152HP. (Full Plate +2, +2 enhancement bonus to Wis and Cha, +4 sacred bonus vs compulsion and poisons, and Paladins get +2 Smite Evil/day). If you haven't yet levelled up your Treasurer, you should do so. Bring up the map and you will see a building labelled as "Sartayne's house". Harrim will express his contempt for the "traitor god". If you are Evil, you can also say: I see you havent taught your pet to heel. When you've dealt with them, you can find a Token of the Dryad in the bushes to the north. When you've killed it, look for a nearby stash containing a Token of the Dryad and some gems. Pathfinder: Kingmaker Wiki in: The First Step on the Road to Glory quests, Errands A Secret Room Edit Journal " Find and open a cache in Swordlord Jamandi Aldori's mansion. Sun And Moon Puzzle - Troll Lair Depths | Pathfinder Kingmaker PC When the enemies are dead, clear the spike trap (DC25). The Chaotic Good option is slightly more rewarding than the others. 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. Speak to them and you will have options to save them (or not). If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. Continue to the northeast of the room where there is a pair of Trolls and a group of kobolds, including an always-annoying Boomsayer. You will learn that she told her son in anger to drown himself in Candlemere Lake. Speak to the Old Beldame and ask about the lost child (remember him?). Kallike has a crossbow but don't equip it otherwise she won't be able to use Kinetic Blade or Gather Power. When they're dead, search a nearby chest for gold and the Ancestral Dwarven Shield. Keep going and you will be attacked by an Ancient Will-o'-Wisp and three War Wisps. Search a nearby container for the Soot-Blackened Gloves (3/5). There are several more Dizzyheads nearby and in the corner, a trapped (DC22) and locked (DC25) chest containing Gloves of Dueling. You can attack right away or you can speak to him which leads to a number of options. You will emerge in some sort of storage room. You will come across a group of five seriously outclassed bandits (all 3rd level). Pathfinder Kingmaker is a CRPG (computer role-playing game) which uses the Pathfinder ruleset and tells the story of your attempts to establish a foothold in a notoriously ungovernable. For more information, see Relic Fragments. Shaynih'a will ask you to visit her to update her artisan quest as well. Head through the gate and make your way northeast to the large tree in the courtyard. Cross over the Skunk River. Go inside. 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. The Blades aren't much tougher than the Sentinels, although they have sem-respectable AC. Among the Kobolds prioritise the Boomsayer and Sniper. Loot the enemies and grab some gold and gems from some nearby dead bodies. Afterwards, give Kanerah the Disk of the Eclipse. Return to the Old Beldame and give her the plants and berries that you've gathered for a reward. Keep going and you will reach the village proper. When they're dead, Jaethal will come up with a jolly wheeze: raise one of the elves as an undead pal. Otherwise, answer how you please. You will find four Ferocious Wolves fighting a single Trollhound. For the best outcome to Jaethal's character arc, allow the elf girl to die. Note that Hargulka hits like a truck, so buff your main tank as much as possible (that means every spell, scroll, potion, and ability you have) to have a chance at surviving when it starts swinging. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different.