pathfinder: kingmaker bartholomew release troll

You are going to pick up a new companion shortly. Equip the Heart of Ira and buff up with potions before going in. 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. If you use my Valerie build, she has True Strike, Mirror Image, Displacement and Dragon Breath (which is quite effective). The trapped (DC22) chest next to contains some Masterwork weapons and a Keen Longsword +1. One container holds minor loot while the other has a Belt of Mighty Constitution +4. Use Ekundayo on his own and move the cursor around until you see the attack icon. The most interesting thing here is that you can complete several quests at the same time: take Harrim (companion quest called Unwanted Legacy), Ekundayo (A Score to Settle quest) and Jubilost (Renowned Explorer quest) with you and go there. You have various choices for dealing with him. You can try the Dexterity check but ringing the bell has the same effect with no chance of failure. You can murder hm if you're in the habit of murdering harmless creatures. Jhod will hand you a copy of 'Independence', the magazine containing Jubilost's article on your barony. Follow the dog until you find a man called Ekundayo. You have good and evil options for dealing with them and then a bunch of choices. There is also a hidden compartment on the wall with some minor loot. You should be at a crossroads between Three-Pine Islet and a Glade in the Wilderness. This is another illustrated book episode. Go south down the lower passageway. Kalikke will note the ruined tower and point out the boss of the area. Haste your party and use effects like Archon's Aura and Prayer to reduce Hargulka's melee effectiveness further. 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). If you're able to kill them, loot the dead bodies nearby for a suit of Studded Leather +2 and some minor loot. Otherwise, he will simply disappear. Invisibility or Stealth and Freedom of Movement together with Expeditious Retreat. 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. Make a hard save at the entrance in case you get stuck. Octavia and / or Regongar will want it for their own purposes. 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. When they're dead, you can grab a Token of the Dryad from nearby. You'll also want to keep one of your High Priest, Regent and Councilor free. Not scrolls. Don't refuse. You can make this easier by ignoring the cart for the moment and heading north to the ponies standing by the cart. If you have Bartholomew's whip, take a detour to the Lone House. Let the three Trollhounds and Branded Troll come to you before disarming it. You will summon the Water Elementals to help which will keep the creature occupied while Kanerah gets into position to destroy the creature with her fire blasts. Take out anyone who might pose an actual threat - there are a few higher level Fighters, Archers and Rogues and Ruthgert himself is a 5th-level Cleric. Have your party stand on the sunlit area, unlink Dog and have him go through the door to cause Karga and Agadd to appear. The Lost Sister has a nasty ability called Blinding Beauty which can strike nearby allies blind if they fail a Fortitude 25 saving throw. Guess what comes through. There are also traps, including on the supposedly safe path to Bartholomew's house. The only characters not affected are Amiri, Valerie, Dog and a female main character. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. 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. Quicksave and when you're ready, speak to Rismel, the figure standing by the portal. On the other side, you will be attacked by a pair of Will-o'-Wisps. She stole the money to pay for a printing press. Climb the tree trunk and kill the Redcap at the top. There is a body on the shore. You will spot the Lonely Barrow to your east, but this is a bit high level for you now. What you are looking for is a Lizardfolk Village it is also highlighted by a unique marker (to the left of the lake). Valve Corporation. Agree to let the guards escort you to Varnhold. You'll find Amiri and Jaethal here if you want to talk to them. Search the pack on the ground for a unique Kama, Talon of the Wise. Fighting them will aggro an Alpha Worg, another Apha Wolf and a Dire Wolf from the right, so position your squishier characters accordingly. There is a Ferocious Slurk to take care of. After you kill it, you can unlock a chest (DC28) containing a Noble Warhammer which is a +3 weapon. You have an invitation from Maegar Varn to pay him a visit. This basically tells you when you need to pay attention to the place. If you examine the sun and moon statues, you will see the solution to the floor puzzle upstairs: a sort of fish rune and a lightning bolt rune. She drowned them(!) If you recruited Nazrielle, her apprentice, Sartayne, will appear to offer an apology. The quest will be over, and you can either leave the man alone or finish him off. Unwanted LegacyQuick save before examining the glowing rune on the back wall. Wander among the houses grabbing minor loot from the various containers. When you've dealt with them, you can find a Token of the Dryad in the bushes to the north. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. Bring rope if possible and keep Ekundayo with you at least for the time being. It seems that the merchant Enneo has a dagger that belonged to her. Amusingly, if you browse his wares, he has Volume 2 in his stock. Be aware that the chapter is drawing to a close. Harrim will express his contempt for the "traitor god". You will see Dragonleaf Gulch to the south (assuming your Perception is high enough) and Ironstone Gully to the east. If you had Jazon escort you to meet Hargulka, this can end peacefully. Agree to initiate his companion quest Unwanted Legacy. At the next junction, you will be able to claim another resource, Ancient River Bed. If you have Tristian, he can use Metamagic to make it last twice as long. When the 14 days have passed, you will likely have some new events demanding your attention, including Troll Sightings. Continue north and turn west at the crossroads. Head south to rescue him. If your Loyalty rank increased to 20, Tristian will ask you to make a choice. This one, special fish will summon an Ancient Wyvern for you to fight. You will to some rocks which require an Athletics check (DC22) to climb. Shaynih'a will ask you to visit her to update her artisan quest as well. There is a mechanism on the floor that you can interact with to cause it to rotate and reveal different symbols. There is a hidden and locked (DC21) box with minor loot. If you stand in the location shown, you will avoid it. Haste and Heroism help as does True Strike. Examine it for various options. The ghoul's name is Dorsy. Approach the cells to meet the unlucky troll. Travel to Old Sycamore. The Tremendous Centipede is weak compared to the monster beneath Old Sycamore. These are fairly powerful creatures with 102HP and a nasty acid spit attack. 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. The ranger will join your group. Head back through the gate and find Kagar. The quest will be completed. Keep heading northeast at the crossroads and then turn east. There's a tough enemy encounter here but a nice weapon to grab as well. You can pick up an errand, Feather Tokens, there. Try to avoid being flanked so they don't inflict large amounts of sneak damage. He gives you the key to his laboratory and tells you to wait for him. There are two Ancient Golems in the room beyond. 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). Continue heading south where you will find a barrel in the corner of the room containing a Torag's Pendant. When you win, you get to make a choice. Hit the Doomspider with Glitterdust and its AC will drop to sensible levels. When the first batch of enemies are dead, two Branded Trolls and a Greater Trollhound will emerge from inside the ruins. The check itself is DC15. You will have a scripted event on the road. Once you get to the other side, look in the undergrowth to the left for the Cloak of the Winter Wolf. There's locked door on the left of the room. It's not on your quest list, but there's something you can unlock now rather than later. If you can make it, the Charisma check is good because it scares off the trolls. Go north for a battle against a Nereid, a Nixie Prankster and four Giant Poisonous Frogs. Unwanted LegacyQuick save and examine the anvil. After defeating the trolls Bartholomew Delgado will tell you to retrieve the Black Whip from Dwarven Ruins. When Hargulka is dead, turn your attentions to Tartuk who is hopefully nauseated, blinded and paralysed. He wants to go back to the road but is afraid of traps. Return to Oleg's Trading Post. You will pass the Sapphire Field kingdom resource which is well worth claiming. He's not really worth killing, however - he gives 0 XP and meagre loot. Alternatively, you can start following clues from Ivar's house. Vesket will charge him and be struck down. They're mostly low level and no threat. Nice thing for a mother to say but it gives you an idea as to where to look. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). When it's clear, you can head down to the Ancient Tomb. Spells that target movement (Grease or Web) will not work against Hargulka but things which target Will saves, such as Glitterdust, work on both of them because they have fairly low Will saves. Have at least one ally equip a cold iron weapon. You can attack right away or you can speak to him which leads to a number of options. Afterwards, make your way to the area exit in the southwest. This is the enemy that would have prevented you from escaping through the main gate earlier. Continue west to the next junction and then turn south towards the house of the mage that Dalton mentioned. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. The book is a quest item for Bokken while the Skymetal is the first in another relic set. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. You'll probably want to take a little time to level up your advisors at this point since there is nothing else pressing. Give them any new equipment you bought and check spellbooks. Climb back down from this area and go immediately south. Backtrack and make your way east along the northern bank of the river. Defeat all enemies, and if Tig is saved, speak to him. When you do, hostilities will ensue. Fill your Cleric's level 3 slots with Resist Energy (Communal). 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. There's a log nearby to cross the ravine (Mobility DC19) which saves some backtracking. Head there, in the upper right corner you will meet two fairies Falchos and Tiressia. There is another group of Dire Boars further down - this is one dangerous village! Immediately to your right is a stash containing a Melted Shard of a Ring (3/13). Elsewhere, you may encounter Stefano Moskoni and his bodyguards being attacked by two Trolls and two Branded Trolls. After disposing of them, head down to the end of the path where you will find a dead body with some minor loot. There is some fallen rubble to the south. 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. You have to kite Kargadd into the area with sunlight. Even if you can't use it, it's worth 5000G which is a decent chunk of change.

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