After disposing of them, head down to the end of the path where you will find a dead body with some minor loot. Have Tristian or Harrim memorise Delay Poison (Communal) and Remove Paralysis. Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. Besides the teacher, there are three Kobold Blades, an Archer and a Pupil (rogue). Go inside and remove the trap (DC22) from the floor panel and search it for the Devourer of Metal composite longbow which will make Ekundayo even more of a murder machine. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. A short distance to the northwest are three Giant Slugs. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. There is a hidden panel in the far wall containing a Potion of Heroism. Have Ekun take out the Boomsayer while your melee attackers go after the trolls. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. The Candlemere itself is located to the bottom left of the capital. Agree to follow him and you will be in battle against a Branded Troll. It seems that trolls are menacing Bartholomew Delgado. There is a chest at the end with some minor loot. There is a Branded Troll accompanied by seven Trollhounds just below your current position. Insist of stopping his experiments. That would have come in useful just now! If you want a few bonus XP, interact with the portal for a Knowledge (Arcana) check (DC24). By now, she should be capable of taking on the Ferocious Hodag since it's not that tough. Picking the flowers is a DC27 check so maybe save scum as well. If you do pop back, Kesten will add something else to your plate. Head through the gate and make your way northeast to the large tree in the courtyard. You can use the time remaining productively. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. Rather than fight them fairly, you can target them with missile weapons if you go south a short distance. Don't feel obliged to rush into this. After defeating them, you may want to use Inspire Competence because there are a number of high DC checks in this room. You will meet up with the Guardian of the Bloom again. Once there, seek out Bokken and ask him to be your court alchemist. You'll have a number of choices to proceed. Head down the path and meet a dog. The main quest will take you through South Narlmarches shortly, Harrim's personal quest requires the main quest to progress as well and you want to be higher level before heading to the Verdant Chambers. Required fields are marked *, Commentdocument.getElementById("comment").setAttribute("id","a57ed2cf2dd8d444e06084d0522d901f");document.getElementById("f756645e86").setAttribute("id","comment"), Pathfinder: Kingmaker Troll Trouble Walkthrough. Dog can keep one of them tripped. Examine the fallen tree to find Nyta's Letter and an Old Wedding Ring. Ekun's leads aren't very good so far. Backtrack to the main road and start cautiously making your way south. Continue east and you will find a Spectre wandering around. Continue up the path and you will come across a ghoul standing outside a run-down cottage. The check itself is DC15. The Perception choice is probably the easiest to make unless you have a character with very high Intelligence or Charisma. Use Glitterdust and Hideous Laughter to disable the trolls and kill them with maximum speed because Bartholomew isn't exactly tough. Use acid to kill the Branded Troll. They have fairly weak Will saves so Hideous Laughter is useful. Give Tiger (the cat) to Ekun to boost his Lore (Nature) and have Linzi use Inspire Competence. Head east from the Silverstep Grove. As you approach the house, you will find summoned Giant Spiders fighting trolls, handily serving as a distraction while you murder them. Head north and you will find Ivar accompanied by three Alpha Worgs. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. Head inside the fortress, follow the trolls leader, descending to the lower floor. There's a key elsewhere on the level but you may be able to pick the DC22 lock anyway. The quest will be completed. 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. These are more dangerous than the ones you've been fighting up to now but so long as you are protected against their venom, they're not too much of a threat. You have a number of options. Hold Person will not work on Hargulka because he has Freedom of Movement but it may take Tartuk out of the fight. The check itself is DC17. There is a chest to the right of some steps containing a Rusty Dwarven Key along with the Commandant's Journal (First Half). Don't blow all your funds shopping with Hassuf, because you want to buy a suit of Mithral Full Plate +1 for Valerie from Verdel, particularly if you're taking her down the combat Sorcerer route. ), a scroll of Freedom of Movement, "Of Transmutations and Bodily Poisons", Part III and a Piece of Skymetal (1/17). Loot the bodies of the trolls to find a Torag's Pendant and a unique greatclub, The Crusher. When you get the box open - however you do it - a Dread Zombie Cyclops along with four Zombies and a Zombie Lord will be summoned. There are a couple of loot stashes here, one of which is locked (DC21). Regardless, he will say that the formula needs to be tested on something more human and suggests wererats. Kallike has a crossbow but don't equip it otherwise she won't be able to use Kinetic Blade or Gather Power. At some point, Bokken will visit to give you your first gift. You companions will have a view as to his deserved fate. Return to the world map and head east from the Swamp Witch's Hut. You can now unlock the large doors. Go into the room beyond and interact with the column. If you succeed, you have a number of ways to deal with him. When you're ready to proceed, head west to the Verdant Chambers. Head west along the Skunk River and you will come to a crossing point. Ignore him for the moment, because there's stuff to pick up first. Now that you have all three Cog-wheel Rings, interact with the statue of Torag. Just to the left of your starting point is a hidden stash with minor loot. The Sentinels and Archers are the same weaksauce creatures you fought earlier. Afterwards, he will pick you out of the crowd and suggest that you show your devotion to the people by offering up your life in sacrifice. Unlock the door next to it leading to a treasure room. If they give you trouble, hit them with Stinking Cloud. These are the children of Kargadd, the troll that Ekundayo is sworn to kill. The Greater Trollhound drops an Amulet of Natural Armor +2. Start with the top one where you will find a hidden cache containing a Bronze Dwarven Key, a Torag's Pendant some minor loot. An alternative is to have Linzi engage Inspire Courage before you approach Sinnet and his crew. Doing so will allow you to summon their assistance later. It's tough and you start unbuffed but your whole party should be able to hack it to death easily enough. Speak to him and ask to trade stories. If you have access to something like Hold Monster, it will come in useful. If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. Summon Kanerah again and have her make Mobility checks to get back up to the tower and down again for a few free XP. You can get your fish back afterwards if you like. Afterwards, Harrim will approach. In the end, you can order Bartholomew to release the captive troll or leave him as is. When you return to the road, bring Amiri with you because we can do her companion quest. Have someone equip the Demolisher and put Freedom of Movement on your frontline. Search a create for a Dwarven Helm Shard (7/10) and some scrolls and potions. 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. "I'm your baron!". After a round or so, he will be joined by four Dread Skeleton Elites and three Ferocious Skeletal Champion Archers (level 12 undead). You should take the opportunity to level up one of your advisors (whoever is free). She will ask you to meet her in the Verdant Chambers, unlocking the Just Reward quest. You will now be able to build a Printing House in your capital. You will find him on the western side of your capital. Nice thing for a mother to say but it gives you an idea as to where to look. 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. 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 have a choice. Keep bludgeoning weapons equipped and backtrack to the room where you met the bandits. 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. We're heading east. Dragn Woradash is demanding compensation for use of the Shield Road which his clan used to manage. I managed it with Kalikke using empowered blasts on the Tremendous Centipedes. 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. Quicksave so that you can try again if you don't see it within a reasonable time frame. Three more are in the previous room. Head west from your starting point where you will find a bunch of kobolds trashing a camp. Find Lykka and tell her about the Cyclops for 300XP and some gold and gems. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. Any 7th level character should be capable of taking them out. You will have a choice as to what to do with the press. Continue north to the next room and you will find a Kobold Artist painting a fresco. Continue east to an abandoned hut. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Pay attention to the +1 Economy if built next to a Longhouse or Tavern and place it accordingly. Make your way to Candlemere Island in South Narlmarches. Take the coins and show them to the ghost. Head south towards the Skunk River. Head east, hugging the edge of the path and you will come across three bandits, a fighter, an alchemist and an archer. Take a look at the booty near the boat to learn about the adventure seekers who went here before. You will spot the Bandit Camp to the east. 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. Save your game and continue further into the throne room to find Hargulka accompanied by Tartuk. Agree to help him and he will ask you to test it on a dog.