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). 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. Backtrack a little and head down the southern corridor. The traps hit you with Glitterdust and Entangle. You can't explore the rest of the level from here. Have someone equip the Demolisher and put Freedom of Movement on your frontline. Yet so many people are just too dumb to use search before! Southeast you'll encounter Giant Poisonous Frogs. Afterwards, head back north to the Murque River. Follow him to the road and you can give him the brooch you found for a decent XP reward. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. Loot the bodies of the trolls to find a Torag's Pendant and a unique greatclub, The Crusher. You can get your fish back afterwards if you like. Continue east and cast Delay Poison (Communal) when you see the purple miasma. Tell the Berserker that you wish to speak with their chieftain and you will be taken before him. In which room is the secret room revealed? Hit the road again. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. 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. This house belongs to Brevis who is a trader. If you are not able to cast the basic cantrips (acid splash, jolt and so forth) bring someone who can, such as Octavia. Cast Protection from Acid (Communal) before venturing further into the swamp. When you're ready for a fight, go into the back cave. This is the Heart of the Anvil and you should keep hold of it. To locate the lair of the trolls, you must first find Ekundayo in Ruined Watchtower, in the center of Northern Nalmarches. Cast Remove Fear before advancing further. Head to Shambling Steps (your settlement in the Kamelands) and talk to Nazrielle about her missing assistant. X. Hargulka (Barbarian 7, Humanoid 6) and Tartuk (Wizard 11). Defeat him in combat. A couple of days after the letter arrives for Valerie, Jaethal will demand to see you in the throne room. 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. Make your way back south. 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 do the puzzle, which is stupid easy, just remember the symbol from the down stairs and match them with the upstairs and then go back down stairs, it'll reveal a treasure chest with an enchanted fullplate armor. Try to heal him again and everyone (apart from Harrim, who rejects the blessing) will receive the Good Hope buff. Inside you'll find some loot, the best among it being the Frost Greatsword +1 (two-hander). Which is OK but hardly worth all that. Don't decide what to do with Remus right away. There are two traps just beyond (DC22 and 25), one immediately in front of the other. It's hard to swallow, but agree. If you need to waste the last few hours before an Ancient Curse develops, just head out onto the world map near your capital to make time pass. Pay attention to the +1 Economy if built next to a Longhouse or Tavern and place it accordingly. Before examining the sarcophagus, equip a melee character with Second Execution and cast Remove Fear on your party. This is part of a puzzle in the dungeon and you can ignore it for the time being. Haste and Heroism help as does True Strike. Alternatively, you can start following clues from Ivar's house. If Harrim is in your party, he will have the. If you have a good alignment, you can order Ekundayo not to kill them. These creatures have 100HP and DR 10/cold iron But they're fairly slow and you should be able to open up with a salvo from Ekun. Jhod will also come and see you to report on the events at Bald Hill. Return to the world map and head east. There's a tough enemy encounter here but a nice weapon to grab as well. Head through the hidden door in the north wall. Select "Bokken's Alchemical Shop" and drop it somewhere on the grid. There are two initial options to end this conversation: 1) say you want to look around (NG moral choice) or 2) start combat (LE moral choice). Inside the hut, use buff abilities to get your Knowledge Arcana skill as high as possible. The solution is also one floor below the discs. They're mostly weak apart from the leader who is 7th level. Then, examine the body (Nyta's) and put the ring you found on the Scythe Tree on the body to receive 54XP. This is the Eight Legged Curse: monstrous spiders emerging from Bald Hill. This quest takes some time to play out, so you can get it underway before doing other stuff. They have four attacks and DR 10/magic but they're manageable. Return to the village and look for a man named Aysel who seems very upbeat about the Silver Dragon. There are three rooms to the side. Acid Fog Trap (Perception DC 26, Trickery DC 26 - 180 exp): Triggering it deals 2d6 acid damage per round for any character in the fog. Defeat the Ancient Will-o-Wisp and his lesser bretheren in the northeast to acquire, Slightly east of the wisps you'll find even more. They're not very elite, however, and will crumble readily. When the enemies are dead, grab a Ring of Protection +1 and the Wyvern Skin Cloak from the Silky's remains. 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. Head back out of the room. If Ekun is in your party, you will complete the. As you approach the house, you will find summoned Giant Spiders fighting trolls, handily serving as a distraction while you murder them. Continue round the corner and kill a Troll and two Trollhounds. Search a nearby body for some minor loot and a Greatclub +2. Head to the top left corner of the room where you will find three containers with the Commandant's Journal (Second Half) and the Old Dwarven Chest Key. Once it's done, loot the area to find, To the north you'll find two fey lovers arguing. When they're dead, you can grab a Token of the Dryad from nearby. Quicksave and go east for an illustrated book episode. Ask him about other dangers and he'll point you to Hodag Lair (this will advance Prove Your Worth). Otherwise, answer how you please. However, to do anything you need to prise off the lid. You will want to make the Intimidate (DC23) check here. After the place has been made safe, search the hidden and trapped (DC22) panel in the northern wall to find a Headband of Inspired Wisdom +2. Jazon drops a suit of Hide Armor +3 while the Spark Shaman drops a Belt of Incredible Dexterity +2. Otherwise, you need to let him go, drive him off or have him killed. The other enemies drop Masterwork weapons as usual. Head south back towards the village. Branded Troll (Humanoid 6, Barbarian 3), Kobold Sniper x2 (Rogue 5); H2. This is the enemy that would have prevented you from escaping through the main gate earlier. Loot the nearby crates to find a Dwarven Helm Shard (5/10) amongst other things. You will spot the Bandit Camp to the east. When all the wolves are dead, you can find another cache of minor loot in the bushes just above where the path forks. He drops a unique dagger, Arcane Protector, a Cloak of Resistance +2 and a Headband of Vast Intellect +4. Ask why you should show mercy rather than killing him outright and you can get more information out of him. You will come across a Young Dweomercat being attacked by five Ferocious Trollhounds. You will be thrown into battle immediately against a Giant Flytrap. A short distance to the west of the bandits is a well-hidden (DC22) container. Cross into Silverstep and keep following the trail. Not scrolls. before entering. There's another hidden stash in the rocks to the south which contains minor loot. Notifications View All. You will have a number of options to deal with him. Continue round to a fallen tree leaning against the wall. Also, Hideous Laughter on Hargulka can be very effective here; Glitterdust may be as well. For Freedom of Movement, most characters should be able to use the Mace that Hargulka dropped. Wall Panel (Perception DC 16, Trickery DC 16): a) Locked Chest (Trickery DC 14): Scroll of Scorching Ray x2, 53 gold, Potion of Shield of Faith x2; b) Trapped Chest (Trickery DC 22): M. The surviving kobolds will be here unless you let them have their own country. More than that, however, a sinister, primordial force has her own interests in the Stolen Lands, and a desire to see new rulers rise and fall. He directs you to mage named Bartholomew to find out more about these trolls. If you recall, he's the jackass who mocked you in your throne room. Fill your Cleric's level 3 slots with Resist Energy (Communal). 2023 GAMESPOT, A FANDOM COMPANY. Search the back wall for a locked panel (DC21) containing a Frost Greatsword. That would have come in useful just now! 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. You will find it to the south of Bridge over the Gudrin River. Leave your capital and make your way west to a 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. Lots of trolls, typically in packs of four. Once you've reached Bartholomew, take down a single Branded Troll, after which he'll investigate the troll and tell you to meet him in his laboratory (in the basement to the north). The check itself is DC17. The last one, is described in the part 2 of the commanders journal: The moon has to face the skyforge (north) and the sun has to face the entrance of the keep (west). You'll be attacked by another group of wolves: three Dire Wolves, an Alpha Wolf and a Ferocious Worg. If you have a pet Smilodon, you'll know that it has lots of attacks and the Smilodon-like Treant is no different. 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. You can have Sartayne take Nazrielle's place, which is pointless, or let him go which is actively harmful. Back on the world map, bring up the Kingdom Management screen (square button). Be careful when you reach the stairs because there is a trap (DC21) at the bottom. A hidden crate a short distance to the northeast contains a Sai +1. A messenger hands you a letter for Valerie. Broken Wall (Athletics DC 19 - 33 exp). Speak to the Old Beldame and ask about the lost child (remember him?). Jazon will bring you directly to this conversation if you selected the Lawful choice outside in Event. Return to the previous room and unlock the other door. Credit: zekedk. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. You will also find a Taldan Warrior's Dog Tag in another container and minor loot in a third. Secondly, he provides merchant services in your throne room. Heal him rather than finishing him off. With Inspire Competence and gear, Octavia can have Trickery +26 or more which is sufficient to remove the DC36 trap, earning you 1440XP. Head north to find a Dizzyhead and a Token of the Dryad along with two Giant Slugs. The LE choice leads to combat. There's a Troll and a Trollhound who need to be killed. Since they come from all sides, the archers can really catch you on the hop. Head through the door on the right to reach another balcony. Kalikke will ask you to send the Sweet Teeth on errands so that she does not have to meet them. J1. I'm inclined towards the Chaotic Neutral response. Tell him that you are hunting trolls as well and he will mark three locations on your map: Dwarven Ruins, Kobold Trail and Troll Clearing. Ruthgert will say something along the lines of "you haven't seen the last of me" and vanish. Besides a couple of composite bows and a Masterwork longsword, the loot they leave behind is frankly pitiful. You will find a Falcata +1 inside. Pack sources of Invisibility and Expeditious Retreat, for this quest or it will prove impossible. You will climb down to a deserted campsite. You need to keep those two well back so that Bokken doesn't get attacks of opportunity against them. This encounter will give you the name of the troll leader, Hargulka. The top one shows the sideways Z or sharp S, then go back to the bottom where you see the statues, there is a new chest revealed under the floor. The trapped (DC22) chest next to contains some Masterwork weapons and a Keen Longsword +1. A body at the end has a Steel Dwarven Key and a Torag's Pendant. Use Ekundayo on his own and move the cursor around until you see the attack icon. 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. There are two of these in the area that act independently. Continue north from Maegar and search the crate for a unique necklace, The Heart of Ira. Afterwards, make your way to the area exit in the southwest. There is a hidden and locked (DC21) box with minor loot. You need to pass an Athletics (DC26) check to get up there and there are three Greater Enraged Owlbears stalking the place. Head northeast to a wooden house close to the eastern edge of the map and search a crate for a Frost Scythe +2 and minor loot. However, since the amount of backtracking is the same (and to make the walkthrough easier), head back to the entrance and go east. Take them out as a priority and get your squishier characters out of the line of fire. 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. Further north is a named troll, Nagrundi, accompanied by a Trollhound. He'll drop some tidy loot: a Keen Scimitar +1, a Mithral Chainshirt +1, a Belt of Giant Strength +2, a Ring of Protection +1 and a Cloak of Resistance +2. Floor Tile (Perception DC 16): Pearl x14, Exquisite Pearl. Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). You should be at a crossroads between Three-Pine Islet and a Glade in the Wilderness. Afterward loot them to receive. Trolls Lair locked doors I'm exploring the Trolls Lair and when i reach the lower floor i have only two doors, both locked. You have a number of options. When you're ready to proceed, head west to the Verdant Chambers. When you finish speaking, he will leave. The northwest area features three Giant Slugs guarding Shard of Knight's Bracers. You will find Waine among some trees, terrified. 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). There is a conversation choice that requires a hidden Lore: Religion check, which will cause him to destroy the anvil in rage, . Go back to the previous room and go through the door to the west. Start making your way back west across the area, disarming all the traps on your way. You may want to claim the nearby Remnants of Dwarven Fortifications. There are is a trap across a doorway (DC27 to spot and remove). After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. Three of these can be found in the area. 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. Troll Lair is is a location in Pathfinder: Kingmaker. Go across to the other side of the village where you'll find two Lizardfolk, Tassath and Shalur, near a vegetable patch, arguing. Troll (Humanoid 6), Kobold Sniper x2 (Rogue 5). This combat will lead directly to, Ekundayo. They do lots of damage, have high AC, DR 15/adamantine, breathe out poison gas and are immune to almost everything. A hidden cache near the stairs contains a Torag's Pendant. This brings you out by the Troll Clearing. Head through to the room that Kargadd emerged from. Collegenoob 5 yr. ago Return to the statues to find a chest containing 2122 G and Blessed Path (heavy armor). Select one of the events to go to the throne room. Below this is a hidden and locked (DC20) container in the floor with minor loot. Otherwise You will be fighting Jazon, who is a Branded Troll, a second Troll, a Troll Rock Thrower who skulks at the back of the room doing what he does best and a bunch of Kobolds including a pair of shamans. When they've been taken care of, return to the bandit room and go up the northern passageway. Surprisingly, they're much tougher than trolls; you'll need all the buffs you can get. As you make your way east along the road, you will find the bodies of two bandits. Make use of spell scrolls and wands and things {you should have lots by now} and, yeah, turn down the difficulty level just in case {there are at least 5 settings you can adjust in the options menu}. Make a DC14 Mobility check to climb down. Further in, there is a trap (DC21) on the floor. Head outside into the square. The time passed will probably trigger the next throne room event. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. There is a locked (DC20) chest in front of the house with some minor loot. Loot the bodies to acquire Bound Thunder, King Vesket's Key, Hide Armor +1, and Amulet of Natural Armor +1. To the side is a trapped (DC22) and locked (DC25) chest containing a unique heavy pick, Demolisher. There is a "Requires Lawful" option that you can take which gives you a shortcut into Hargulka's Lair. Troll Trouble is a quest in Pathfinder: Kingmaker . There is also a well that you can interact with. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. A Troll and three Trollhounds will wander down from the north after which you should remove a trap from the floor in front of you. Don't attack him. When you reduce his HP to 0, you will unlock the Fire. After killing them, look for a concealed log containing some gems. Turn around and go south. Go up the path to meet Sinnet. Ask who they are and, if you don't have any yet, you can ask Tiressia for five feather tokens for Melianse. This is worth a visit for a decent bow for Ekun and a new recipe. Make a hard save. The round container neat the otther door contains a Taldan Stirrup (1/5) and a Ring of Luck. there are 2 suspicious sun and moon statues in the basement - go look at them, yeah i found them after posting, hadnt gone downstairs yet, gave me a nice +2 fullplate, Theres 3 secret rooms. Look for an overturned boat where you will find a Dart +2. Now to track down Ivar. He's a fairly powerful opponent, but it shouldnt be too difficult to beat with a level 7 party (which you should likely be by this point). First, face the Young Hydra (torch it with fire, as is tradition), then the Ferocious Manticore (buffs will mean it won't hit much and when it does, just use a potion), and finally the Owlbear, who is the only real challenge as he doesn't care much for your evasive buffs and has very high damage stats and high resistance to CC thanks to its Fortitude. The book is a quest item for Bokken while the Skymetal is the first in another relic set. This is a quest item and there are three of them in the immediate vicinity. You'll have a number of choices to proceed. Theres plenty of threads in here even spoiling the solution to that super easy puzzle. Search the undergrowth nearby for a Taldan Warrior's Dog Tag. The Ancient drops a Token of the Dryad. Speak to the chieftain, but BEFORE asking him about the child, ask him 'questions'. This is manageable at 5th level, although not terribly rewarding. Being able to recruit Bartholomew as an advisor later brings two benefits. Agree to investigate to initiate Kingdom of the Cleansed. There's an exit to the lower level in this room and you can get to the east of this level from there. Again you have a number of responses. Run back to the Old Beldame (again) and give her the letter. Note that if you do not order him to stop, you may be able to recruit him as an advisor later. Continue northeast and turn left at the crossroads. You can also bring back Mudleaf, Gloomberry, and Dizzyhead (3x each; most can be found in the swamp) to receive another 400G and 300 XP. Speak to them and you will have options to save them (or not). Give Tiger (the cat) to Ekun to boost his Lore (Nature) and have Linzi use Inspire Competence. This is the first of new set of relic fragments. Summon Kanerah again and have her make Mobility checks to get back up to the tower and down again for a few free XP. On the west side of the map (outside the village itself) you'll find two Venomhodags. Select "Settlements" and click on Tradegard. Hargulka is an enemy in Pathfinder: Kingmaker . You should take the opportunity to level up one of your advisors (whoever is free). This quest will trigger sometime during Troll Trouble when you return to your capital. The Goblet is the first in another relic set. If you have a high enough Perception though, you can find the entrance for it without going through the trouble; just go between him and the east corner and a switch of sorts will appear. There are enemies visible to your right: two Trolls and two Trollhounds. Pathfinder Kingmaker Enhanced Edition - Troll Lair Depths Puzzle - Hargulka - Tartuk - EP21 Caledorn 6.73K subscribers Join Subscribe 4.8K views 3 years ago. He tells you that he's been swindled by a gang whom he employed to retrieve his possessions from Candlemere Island and who have subsequently vanished. 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. You can target them from outside their area using ranged weapons and they can't touch you. Go west along the northern edge of the map. On the other side, you will be attacked by a pair of Will-o'-Wisps. Head north from your starting point. b) Silver Ring, Jasper, Citrine; c) Moonstone, 65 gold, Commandants Journal (Second Half). Several of these can be found in the area. Assign an advisor to the problem immediately, because ignoring the problem will wreck your barony before it's even properly started. When they're dead, grab a Token of the Dryad from the undergrowth. Return to the path and continue south. This is part of another relic set and another one you won't be completing for a good, long while. Head west along the Skunk River and you will come to a crossing point. When they're dead, pick up the one, special Fish from the Silverstep Lake from among all the others lying on the shore. The Pathfinder: Kingmaker guide includes a full walkthrough of the game's main campaign, including various side quests, companion quests and strategies. He gives you the key to his laboratory and tells you to wait for him. . He is an educated troll. When, Ditael hands the sword over, he will be relieved to be rid of the - literally - cursed thing. Make a decision. In return for saving their lives, Rook will give you a Gold Cog-wheel Ring and some gold. , Silver Ring, Commandants Journal (First Half). However, the kobolds -- angry with Jazon -- will take up arms. Afterwards, check out the merchants in the square. Categories Climb back down from this area and go immediately south. 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. For an even better ending to this quest, go through all dialogue with the child except the one that reveals the spirit, then leave the hut, prompting the spirit to summon the chieftan. Remember to disengage Defensive Fighting - Valerie will need 20s to hit otherwise. If you built her a workshop, Shaynih'a will visit you and ask you to come and speak to her, initiating her artisan quest. Start with the top one where you will find a hidden cache containing a Bronze Dwarven Key, a Torag's Pendant some minor loot. You need to make one of the speech checks. There's locked door on the left of the room. When Hargulka is dead, turn your attentions to Tartuk who is hopefully nauseated, blinded and paralysed. The Greater Trollhound is the largest threat, so make sure it stays on your tank. . Enter the basement and open the secret door at the bottom of the stairs. Hostility ensues. Expeditious Retreat and ranged damage (ideally Fireball). Continue to the edge of the map and you will see a Gloomberry.
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