Bartholomew Delgado is a character in Pathfinder: Kingmaker. There is a ghost near one of the houses talk to it to start the quest. You start off in your new capital, which occupies the former site of the Stag Lord's Fort. March to Thorn Ford to cross the river. Return to the entrance to the Troll Lair, buff up and go through. Don't ignore these altogether because they will get more difficult each time and corrode your barony's stability. Don't rush into the eastern corridor because there are two traps just past the doorway. You can then visit him after Season of Bloom, and he will have reset again. Before asking about the fire-resistant trolls, ask what he is selling. Loot the bodies of the trolls to find a Torag's Pendant and a unique greatclub, The Crusher. He deserves to be hanged in chains! Go there to confront the fool. Again, a dose of Inspire Competence can help make it safe. Back in Tuskdale, head to the Main Square to look for Enneo only to find that he's fled. In your Throne Room, you will receive a visit from Dragn and Shaynih'a who will give you items. After this, deal with the stuck cart, and then talk to Jubilost. You learned everything you could about trolls.Their lair is located at the Dwarven Ruins location. There's a neat trick that you can do when you're camping in territory that you've annexed: you can stick your main character in the Special Roles slot and get rations for free. Go across to the other side of the village where you'll find two Lizardfolk, Tassath and Shalur, near a vegetable patch, arguing. If you tell him to free the troll, Valerie will come over all Lawful Stupid. Return to the Lone House location, head down to the lab and save a man from the trolls. There are enemies in the courtyard below which Ekundayo can take care of. As soon as you are on the spot, the quest will be completed. Take a detour to the Swamp Witch's Hut to hand in the Black Rattlecaps for some gold and XP. Head south towards the Skunk River. If you have good AC, you should be OK. Head inside where you will find a Tremendous Centipede, four Giant Centipedes and a Spitting Giant Centipede. After some chit-chat, the battle against the Gargoyle-like Treant will start. You will have to wait a while for the quest to update. Continue round the corner and kill a Troll and two Trollhounds. Examine the campfire. You can't explore the rest of the level from here. Valve Corporation. Hit the Doomspider with Glitterdust and its AC will drop to sensible levels. When all the wolves are dead, you can find another cache of minor loot in the bushes just above where the path forks. There's not really much to see there unless you have a thing for wyverns. Pathfinder: Kingmaker Wiki is a FANDOM Games Community. At least two of those are subject to attacks of opportunity so they shouldn't give you much trouble. Since they come from all sides, the archers can really catch you on the hop. Haste and Heroism help as does True Strike. 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. 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. There are two Fighters, an Alchemist, a Rogue and a Bard. Cut your way through three Hodags and when you reach a cave entrance, buff up seriously. Head to Narlkeep to speak Shaynih'a. Start making your way back to your capital. Order it to release the child and Shimmerglow will agree. There is a crate filled with minor loot out front and if you go round to the side, you will find the Hunter's Letter which makes for very interesting reading. Suggest that you look for it together and Jubilost will agree to join your party. 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. The room beyond has a trap on the floor (DC21). You start off in the north of the area. If you have events near completion, you may want to return to your capital and wait them out in your throne room. Head east from Tuskdale and when you reach the junction, head northeast rather than turning south towards Bridge over the Gudrun River. That said, if a candidate for the necklace is able to use dueling swords, the Lord Protector will make it that the wearer is a lot less likely to hit allies. The boar has concealment but is otherwise weak, weak, weak. If you want a bit more treasure, head over to the northeast corner where you will find an Alpha Wolf and a trio of Ferocious Wolves. When you return to the road, bring Amiri with you because we can do her companion quest. If you back out of the kingdom management interface, you can enter it again by clicking on the table in front of your throne. In the meantime, you can do stuff that you didn't do in the previous chapter - for example, the Tremendous Centipede beneath Old Sycamore if you gave that a wide berth. The ranger will join your group. The workaround is to rest just inside Dwarven Ruins which you can do without triggering enemy encounters. It is located in the west of the region. Dialogue (Bartholomew - Varnhold Chapter), Dialogue (The Cursed King/Queen - Bartholomew), SadisticMageBefore (e50a599961407de41a55b5cd87045364), Dialogue (The Nature of the Beast - Dimwit), "Of Transmutations and Bodily Poisons", Part I. The only characters not affected are Amiri, Valerie, Dog and a female main character. Don't feel obliged to rush into this. Return to the path and head northwest to the river. Continue east and cast Delay Poison (Communal) when you see the purple miasma. Go to Shaynih'a and tell her what Storyteller said about about her Spear Fragment to conclude her quest. If you will not kill the spirit in time, he can finish off the boy. They will spend the first round buffing themselves so hit them with Stinking Cloud and see why it is so highly rated. Go into the room beyond and interact with the column. Continue east and you will pass Empty Skull Rock to the south. Try visiting his house before he was in danger (Maybe that would solve it). Head upstairs and speak to both Kanerah and Kalikke to find out more about them. The other containers hold minor loot. Eliminate the Trollhounds as a priority because their bites can cause disease. This will bring you out by one of the exits to the upper level. Head south back towards the village. Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. Eventually, they will decide to duel. If you are able to make one of the alignment checks, do so. Afterwards, loot the dead trolls and then check the boxes and crates by the cart for a Token of the Dryad and various cooking ingredients. There is a chest at the end with some minor loot. Unlock the door to the south. Continue east and you will run into two low-level bandits. What you are looking for is a Lizardfolk Village it is also highlighted by a unique marker (to the left of the lake). As long as you let him keep the troll you should be able to recruit him as a councillor. Speak to Lykka nearby who's a friendly nixie. Otherwise, let him go. Go all the way back round and head back downstairs. When they're dead, loot a Masterwork dagger and Amulet of Natural Armor +2 from the lost sister. At the same time, you will receive a visit from a potential artisan. She guesses that he might be near the river. You will pass the Kobold Camp to your south which can give you a respectable XP reward for very little effort on your part. Defeat the sinister lights (skulls), search them and find some coins. Loot the nearby crates to find a Dwarven Helm Shard (5/10) amongst other things. 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. This is the first of new set of relic fragments. Pathfinder Kingmaker: Magic Items List (Locations & Effects) ? This leads to a number of other options. Hopefully, you can charge them down before he causes you too much trouble. The book is a quest item for Bokken while the Skymetal is the first in another relic set. When they're dead, grab a Token of the Dryad from the undergrowth. You will find out why trolls are not afraid of fire. After a short while, you will be attacked by a War Wisp. Backtrack to the start of the level and go back upstairs. Then you simply need to withstand Hargulka's melee assault - Mirror Image and Displacement are perhaps more useful than Shield and Barkskin here - while Ekundayo burns through his HP pool. He does spam Magic Missile, however, but Shield keeps you safe. There's a key elsewhere on the level but you may be able to pick the DC22 lock anyway. This is not really a fair fight because Sinnet is much stronger than Valerie can possibly be by this stage. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). The quest will be completed. On your way back, stop over at the Lone House area and pay Bartholomew (who is still in his laboratory) a visit. For what it's worth, the "(Neutral)" option leads to the best outcomes. Manipulate the floor puzzle so that the lightning rune is showing. Head north and examine a log by the path. Put them on the altar to complete the quest and allow the ghost to finally rest in peace. After seven days, when the problem has been solved, go to Shambling Steps to confront Nazrielle about the dodgy weapons. Save your game before talking to Jennas son, Tig. Go the trader nearby and buy Varrask's Tools for 50G. You can unlock the door back to the entrance area of you like. Designed for use with the rules in the Pathfinder Beginner Box and the perfect bridge to the exciting options of the full Pathfinder Core Rulebook, these adventures take your heroes to 4th level and beyond as they venture further into the nearby wilderness and face fearsome foes lurking all too close to home! The ranger will join your group. Defeat the leader and decide what do you want to do kill him or spare him. That would have come in useful just now! Tartuk doesn't have many HP but he has an extremely high AC. This is the self-appointed "Voice of the Dragon". By the way, do not forget to add the nearest region to your kingdom. A hidden nook in the floor contains a Torag's Pendant and scroll of Fireball. Cast Delay Poison (Communal) and head east where you will come across four Greater Monitor Lizards. STR: 16, DEX: 20, CON: 14, INT: 10, WIS: 13, CHA: 10. The open gate to the interior is just to the right, but ignore it for the moment. He will then suggest that your barony might make a good vassal of Pitax. Ask about Dimwit and you'll have a number of choices. STR: 10, DEX: 18, CON: 16, INT: 16, WIS: 12, CHA: 10. Head northwest and you will find Remus spouting nonsense to the assembled brainwashed. There are three Branded Trolls just inside the doors that you need to fight your way through. After you've killed them, you will see a bunch of hostile Lizardfolk fighting a smaller bunch of non-hostile Lizardfolk, including a named NPC, Rashor. Open up the compartment that's revealed for a suit of Full Plate +1, a Belt of Physical Perfection +2, the Onion Soup recipe and some gold. When you enter the area, you will hear someone named Waine calling out for help. Head down the path and meet a dog. Make your way to Candlemere Island in South Narlmarches. Avoid the traps and slip between the Redcaps as they patrol. Otherwise, answer how you please. A body a short distance to the west has a Token of the Dryad and some minor loot. Before embarking on another quest, you may want to spend some time on kingdom management. Suggest to Rismel that he might be a bit bonkers. Assign an advisor to it right away and wait one day for it to complete. Be sure to buy the Bag of Holding in his stock - you should easily have enough gold. They do lots of damage, have high AC, DR 15/adamantine, breathe out poison gas and are immune to almost everything. Hold Person will not work on Hargulka because he has Freedom of Movement but it may take Tartuk out of the fight. Hug the left of the path and you will find a container filled with scrolls and minor loot by the water. When the enemies are dead, the gnomes will draw attention to their cart stuck in the river. 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 properly nasty. Continue up the path, but hug the left side so that you don't trigger an ambush from an Ancient Will-o'-Wisp because you can't target it from here. Initially, you will be fighting six Giant Spiders. There is a hidden and locked (DC21) box with minor loot. A trolls appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. Head to the hut in the northeast of the village. You'll also want to keep one of your High Priest, Regent and Councilor free. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. There is a trap on the floor and the room is occupied by a Kobold Death Shaman and six Greater Giant Spiders. Return to your capital and rest. Outside the chief's hut is a sack filled with minor loot. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. When they've been taken care of, return to the bandit room and go up the northern passageway. You will be thrown into battle immediately against a Giant Flytrap. Kesten Garess will meet you to give you a whistle-stop tour.. The trapped (DC22) chest next to contains some Masterwork weapons and a Keen Longsword +1. Climb the tree trunk and kill the Redcap at the top. Continue east and cross over into Silverstep. The shaman drops a Wand of Bless and a Cloak of Resistance +2. Examine the troll behind the bars, talk to the scientist and complete the quest. Pathfinder: Kingmaker - Troll Trouble Walkthrough While you're here, grab the stash of minor loot from nearby. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer. Select the "show the herb" option and you will get an errand to being her three mudleaves, gloomberries and dizzyheads. Head to Narlkeep and return the armour to Dragn to make him a happy dwarf. Head south down the path a short distance and turn down the path to the left. You will want to have Slow memorised. Outside in the square, a new merchant named Enneo the Travelling Merchant has set up shop. Pathfinder: Kingmaker is your initial isometric party-based computer RPG set in the Pathfinder fantasy world. Open the chest for the Soot-Blackened Hammer (5/5) and a Shock Frost Heavy Mace +1. You have a number of options. 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. the place will be empty so camp until nighttime if necessary. If you heal him, he will start to utter a curse. Soon after this, you will need to meet Ekundayo (refer to the quest A Score to Settle) and Jubilost (Renowned Explorer quest). Mirror Image or Displacement can help greatly here. You will emerge in some sort of storage room. Now that Troll Trouble has begun, this place has become a lot more interesting. This is a very profitable place to visit although some of the encounters are quite bruising. When it's defeated, search the various containers for an Amulet of Natural Armor +1 and minor loot. Ask about "other dangers on the road" and a location named Hodag Lair will be added to your map. Foes No MoreTartuk is one of five enemies that you can turn into an ally. Fortunately, no undead come pouring out of sarcophagi. Return to your throne room to close out the chapter. I strongly recommend going for Loyalty 3 first because annexing Kamelands makes Silverstep available for annexing as well. You will find a Falcata +1 inside. He's not very tough and drops a Masterwork handaxe. The top sarcophagus contains an Ancient Scrap of Script-Covered Leather (1/16). Question him and then follow him around the place. 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. These are more like it - level 14 enemies. Hostility ensues. If you examine the walls nearby. Instead, return to your capital. When he's dead, retrieve the Cypress Queen's Flute (4/5). Jubilost is standing on the near side of the river. Books. Afterwards, select "We tried to pull the cart out". They're mostly low level and no threat. You will have an alignment option when responding to him. You are pretty much home and dry. You can question the girl and ask her about the "wanderer" who warned them that Jaethal was after them. However, you should ignore it for the time being. There's a trap at the end. Show him the coins you gathered from the Ancient Will-o'-Wisp and his pals for an XP reward. Afterwards, speak to Rashor and he will invite you to his village. The Neutral choice is not very rewarding. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. When they're dead, pick up the one, special Fish from the Silverstep Lake from among all the others lying on the shore. 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. You may want to rest before tackling the Troll Lair Depths. Examine the fallen tree to find Nyta's Letter and an Old Wedding Ring. If you recall, he's the jackass who mocked you in your throne room. Heal him for a small XP boost. You will be reunited with your original party, so you don't have to make your way back to the capital alone. You will be attacked by a pair of Will-o'-Wisps. Hostilities will ensue. Unwanted LegacyQuick save before examining the glowing rune on the back wall. When you do, hostilities will ensue. There are also traps, including on the supposedly safe path to Bartholomew's house. Do not cross yet. You will see the eastern door in the bandit room open up. There's also a hidden cache in the corner with a Token of the Dryad. Further along, you will fight an Ancient Will-o'-Wisp and two War Wisps. 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. There's locked door on the left of the room. If your party is fatigued, you can choose to rest here since the encounters elsewhere in the area are brutal. The quest will be completed. We've prepared a hot-fix for Pathfinder: Wrath of the Righteous - 2.0.7n. Your call. Backtrack to the main road and start cautiously making your way south. Have someone equip the Demolisher and put Freedom of Movement on your frontline. You will earn 300XP if he survives and you will meet him later. Outside the door to Bartholomew's laboratory is a group comprising a Branded Troll and four Ferocious Trollhounds. When you were last here, you were too low-level to tackle this place but it should be manageable now. On subsequent playthroughs, just blind him and kill him like you would any other troll! Firstly, he provides redundancy in the Grand Diplomat post. Do so. You need to make one of the speech checks. You will see the Ancient Mine just to your north. There are a total of six plants to harvest. Kanerah and Kalikke will swap places a couple of times. To complete it, go to the top of the location and proceed to the hill. If he is ordered to release Dimwit, and you are Neutral you can use a dialogue option to apologize for interfering. This is worth a visit for a moderately difficult battle and some very worthwhile loot. Otherwise, assuming Tartuk survived, you will find a group of leaderless kobolds close to the exit. Head back to Bartholomew for a chat. You will immediately be thrown into combat against 4 Tatzylwyrms, 2 Greater Tatzylwyrms and a Nixie Prankster. 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. Head back through the gate and find Kagar. Bartholomew recruiting. : r/Pathfinder_Kingmaker - reddit The first thing you want to get off is Stinking Cloud. You can go and seek out Jaethal in the inn and speak to her about the quest and find out a bit more about her, including the identity of the 'Nortellara' she mentioned. r/Pathfinder_Kingmaker Hello, crusaders! Next it is a hidden cache with a Pile of Notes which make for interesting reading. However, to do anything you need to prise off the lid. You will also see a new quest appear, Beneath the Stolen Lands. 5. Attempt to solve the puzzles using the rings and Harrim will show you how it's done. Turn around and head northeast up the path. Or Acid trophy and you will get to speak to him. Tristian will want to talk to you about the cultists that you may have encountered on the road. 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. Sartayne is a 7th-level Magus who will summon two leopards and then spend several rounds self-buffing, starting with Mirror image. One of the chests is a Mimic. Back down the steps is the entrance to the keep. If you are not able to cast the basic cantrips (acid splash, jolt and so forth) bring someone who can, such as Octavia. After killing it, go back and report on completing your task. You have various choices for dealing with him. Continue north and you will pass Wolf Lair to the west. Examine the box next to the cart. Follow the path south until you see a dog beckoning you to follow it. Head west from here to some low ruins. After his turn, Ruthgert, the "First Faithful", will address the gathered throng. Jhod tells you that Remus (the mad guy who told you where Tartuccio was in the first act) has been spreading fear among the people. Search the box nearby for an Ancient Scrap of Script-Covered Leather (3/16). If you fail, curse and reload the save before the battle. Open it up for a unique suit of armour, Blessed Path, and a large quantity of gold. The quest will begin after you meet Jenna in the throne room (you will have to receive some visitors). Go in there both to rest and to buy the Onslaught Gauntlets for Dragn. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. Be careful not to accidentally sell anything irreplaceable because you won't be able to get it back after leaving the area. If you are able to open the chest (DC 37), you can grab the gems and Shard of Knight's Bracers (7/10) along with a bunch of gems. If you made the knowledge check, you can fight it now, although that's not optimal. Check the timer for the Ancient Curse quest. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. Start making your way west along the shoreline. 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. Buff up mildly. Go to the east of the village and you can check out the Beer Mug Inn. When you've killed them, you can open a trapped chest (DC22) by the side of the road which contains 1GP. Note that you cannot proceed further into the keep. Go a short distance left after disarming the first trap and you will find a log with some minor loot. Like all good villains, he will reveal his motivations and then you get to make a choice. Blind the Trolls with Glitterdust, stick a couple of attackers on the Branded Troll and make sure you take down the Boomsayer who simply spams Thundercall to make you miserable. You will find Willas Gunderson standing by the bar in the Beer Mug Inn back in your capital. Espaol - Latinoamrica (Spanish - Latin America). Guess what comes through. On the other side, you will be attacked by a pair of Will-o'-Wisps. The check itself is DC17. Use Ekundayo on his own and move the cursor around until you see the attack icon. 3. Just south of the bandits is a log containing minor loot. These are 6th to 8th level enemies, although one of them will transform explosively into a rather more powerful Owlbear. Quicksave before entering and then have Linzi sing Inspire Competence. Head south and you will come to slope you can climb down (Mobility DC21). Chat with Vesket, then go outside and walk into the building on the right. You will find him on the western side of your capital. Clear the DC 22 trap from the floor before you accidentally set it off. These are nothing to worry about but you will probably aggro two Branded Trolls and a regular Troll at the same time. Grab a Torag's Pendant from the ground and then continue south to face off against 6 Greater Giant Spiders. You can use the time remaining productively. Continue to the edge of the map and you will see a Gloomberry. Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. This next bit's a pain. Head east and look for a stash containing a Token of the Dryad among some bushes. Can only be obtained if visited Bartholomew Delgado during second stage of Troll Invasion. Help them and find out about a mage living nearby. To unlock a later region upgrade for South Narlmarches, you must select "I'll help you fight the monster". I guess it's finally time to check out Bridge Over the Gudrin River. but tells you that others are now trying to open the box and that they can be found in the cave in the northwest of the village. Join. The enemies here also drop Masterwork weapons. Alternatively, you may want to level up an advisor since problem events will start increasing in difficulty. It's not tough but it has a ranged attack that causes the entangled status. You will pass the Lonely Barrow to your south. Bokken will apologise (as he bloody well should) and the quest will be complete. The Young Elves have a few Masterwork weapons and a Ring of Protection +1 and you will find an Elven Curve Blade +1 on the ground. He should know how to end these scoundrels. Lone House, Bartholomew Delgado, Bridge over the Gudrin River +1 +3 dodge bonus to AC, immune to nauseated: Beastrender: Falchion: Goblin Fortress +2: . Interact with the pile of fish nearby and add your fish to the pile. Select Narlkeep and build Shaynih'a's Shop of Exotic Curiosities. After you've cleared the areas, backtrack to the fork and take the path leading southwest. Make sure you have a rope. Wilber will find rest at last and you can search a nearby container for your reward: the Phylactery of Positive Channeling. Around this time your emissary will hassle you about the trivial matter of Oleg's taxes - it seems that the rascal has neglected to pay them. [SPOILER] Bartolomew and the Troll :: Pathfinder: Kingmaker General Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. There are four Worgs and a Ferocious Worg here. Head across to Shaynih'a and she will give you a Spear Fragment to show to Storyteller back in your capital.
pathfinder: kingmaker bartholomew release troll