For the time being, don't go out of your way to claim resources, but if you're passing and have the BP, you may as well. Continue west a short distance where you will come across a fallen tree that you can climb down (Mobility DC17). What you find when you emerge depends on how you resolved matters with Tartuk and Hargulka. Firstly, he provides redundancy in the Grand Diplomat post. Suggest that you look for it together and Jubilost will agree to join your party. You will want to grab the Demolisher heavy pick and someone who can wield it. You'll find the body of the boar lying on the ground just to the north of the area where the Moon Radishes grow. You will then have a bunch of possibilities to resolve the problem. Now, if you look at the map, there will be two red flags indicating their location. Before asking about the fire-resistant trolls, ask what he is selling. Be careful at the top. Kill them and the Dweomercat will promise her assistance at some later date. 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 seems very excited about the formula he's discovered. The containers hold minor loot. Assign an advisor to it right away and wait one day for it to complete. Time to find out why Jenna sent us on a wild goose chase. You have good and evil options for dealing with them and then a bunch of choices. Keep an eye on it and return to your capital when the time comes. wnesha 2 yr. ago Kesten will notify you that the troll attacks are getting worse throughout the kingdom - that's usually when the Delgado map changes There is a "Requires Lawful" option that you can take which gives you a shortcut into Hargulka's Lair. Guiding Beacon is a quest in Pathfinder: Kingmaker. There are a total of six plants to harvest. The ghoul's name is Dorsy. 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). Head there and speak to the exiled lizardfolk Kagar. Exhaust her conversation options (apart from the one where you murder her) and she will give you an Invitation from the Kingdom of the Cleansed. Walkthrough Locate the wizard's house You get this quest from Dalton in Special Encounter (Dalton) which you can get after starting Troll Trouble. However, you should ignore it for the time being. However, similar to claiming the Outskirts, this will cause another 14 days to pass which you don't want to happen right now. The next time Dragn visits your throne room, he will tell you that the armour he is working on has been stolen and tell you that the thief is by the Thorn River. Otherwise, you will need to succeed at one of the skill checks. Afterwards, you will learn who's behind the mischief: Tartuk. This is the first of new set of relic fragments. Search their knapsack to find a Bastard Sword +1. Besides the teacher, there are three Kobold Blades, an Archer and a Pupil (rogue). Do not cross yet. There is a locked (DC 30) container on the wall with a pair of Lesser Gloves of Dueling. Save your game before talking to Jennas son, Tig. 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. You can make this easier by ignoring the cart for the moment and heading north to the ponies standing by the cart. You will come across a group of bandits around a covered wagon. Over the course of the game, this will save you from having to sit through dozens of lengthy loading screens. Ask how you can help her and she will direct you to a location called the Mud Bowl to find 10 black rattleheads. Afterwards, search the body on the ground for the Dirty Travel Log. He wants you to take him to any dwarven ruins you find. 6 days ago. He will buff Hargulka and then pelt you with Magic Missiles (note that he is immune to these). Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). The Manticore is also manageable for a beefy main character but the Owlbear is too tough for you to manage and there's something even worse if you try to leave through the front gate. If you do so and Octavia begins to verbally bait him, you must intervene or fight him. Note that you still want to keep Harrim in your party. Return to the place where you fought the trolls and kobolds and head west. Return to your capital and rest. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. Tell him what became of the people he sent to Candlemere Island and that there is nothing of value there. When they're dead, remove any equipment (Ring of Protection / Amulet of Natural Armor) that you gave Kalikke and head over to the tower. You have a number of options. Jhod will hand you a copy of 'Independence', the magazine containing Jubilost's article on your barony. You will see Dragonleaf Gulch to the south (assuming your Perception is high enough) and Ironstone Gully to the east. Go west along the northern edge of the map. An adult troll weighs around 1,000 pounds. Waine. Clearly he's not all there. Talk to him to begin this quest. Instead, proceed further up the corridor and kill another Branded Troll and three Trollhounds. When you start seriously thinning their numbers, enemies will start fleeing. Return to the trail and continue north where you will spot Arbor Rock to your left. Try to avoid being flanked so they don't inflict large amounts of sneak damage. Backtrack a little and head down the southern corridor. Try and make the Diplomacy check because it's worth a substantial 720XP. These are 6th to 8th level enemies, although one of them will transform explosively into a rather more powerful Owlbear. I managed it with Kalikke using empowered blasts on the Tremendous Centipedes. I told Bart to release him, but now he is acting vold towards me, but worried Octavia will freak out if I say continue with experiments. It's high time we looked for this Lost Child. Tell her that you know what happened to the village and you will be able to choose a version of events. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. Go across to the other side of the village where you'll find two Lizardfolk, Tassath and Shalur, near a vegetable patch, arguing. There is a loot stash on the right-hand wall near the entrance. 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. The check itself is DC17. After killing it, go back and report on completing your task. Just to the south of it is a hidden cache containing an Ancient Rostlandic Coin. Your envoy will give you a summary of the current state of your barony. It seems that Ditael, another of Nazrielle's apprentices, has run off with the weapon that Nazrielle was crafting for you, initiating her artisan quest. There is another chest with a potion and a bit of gold. Return to the previous room and unlock the other door. When they're dead, Jaethal will come up with a jolly wheeze: raise one of the elves as an undead pal. In return for saving their lives, Rook will give you a Gold Cog-wheel Ring and some gold. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. Even if you can't use it, it's worth 5000G which is a decent chunk of change. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. Failure just means you lose eight hours. The one nearest the exit (DC19) contains a Dwarven Urgrosh +1, the second contains minor loot while the locked (DC21) container in the bonfire contains a Starknife +1 and a scroll of Raise Dead. Speak to Kagar and Tig who will leave to return to his mother. After a round or so, he will be joined by four Dread Skeleton Elites and three Ferocious Skeletal Champion Archers (level 12 undead). He's not really worth killing, however - he gives 0 XP and meagre loot. Talk to the witch Old Beldame and learn that, apparently, she did not do anything wrong. You also need Delay Poison (Communal) if you don't have it up already. Unlock the square container (DC26) for a unique greataxe, Second Execution. 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. 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. Go inside and head down to the basement. This is worth a visit for a decent bow for Ekun and a new recipe. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. Speak to him again and he will buy the coins, tokens and dog tags that you've picked up. Leave and return to the main trail. Look for a hidden cache on the path containing a Dwarven Helm Shard (2/10). Talk to him to begin this quest. All that lies between you and escape are a pair of 2nd-level Ferocious Wolves. The trolls and kobolds are arguing over spoils and one of the kobolds produces the whip that Bartholomew was after. Your first task is to appoint advisors. It seems that a merchant looked after him while he was ill but took his tools as payment. Visit him during Season of Bloom, If you annoyed him by insisting to stop his experiments, he will be preparing to leave and has reset. Do not sell this weapon - it can penetrate adamantine DR which is a very valuable property. Sevintan 4 yr. ago I just did this with Strengthen enemies, though it took two tries. You have various choices for dealing with him. Head inside the fortress, follow the trolls leader, descending to the lower floor. 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. Insist of stopping his experiments. The room is now filled with Dread Skeleton Soldiers and a Nightmare Skeletal Champion Archer. This is the enemy that would have prevented you from escaping through the main gate earlier. It's up to you what you do with her, but I might point out that in this sort of game, creating undead doesn't generally increase world happiness. If you make the diplomacy check, he will tell you that he and others are afraid of the Great Ancestor. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. He drops a unique dagger, Arcane Protector, a Cloak of Resistance +2 and a Headband of Vast Intellect +4. Go south to find 4 Ferocious Wolves. Assuming you're 7th level and have someone in your party capable of casting Resist Energy (Communal), you should be able to teach this fool not to attack unsuspecting campers. Search a hidden chest a short distance to the right for a Robe of Earth and some gold.
Pathfinder Kingmaker: How To Recruit Advisers (& Which - ScreenRant You will learn that he is Dragn's grudge-bearing brother. Afterwards, search the Sniper's body for the Black Whip. There are a number of houses dotted around the square that you can burgle. Nearby among the bushes is a hard-to-spot (DC27) stash containing 2000G. Cast Protection from Arrows (Communal) if you are able to along with any other AC boosts. Cast Delay Poison (Communal) and head east where you will come across four Greater Monitor Lizards. Regardless of the outcome, hostilities will ensue. Continue east to an abandoned hut. A short distance to the northwest are three Giant Slugs.