Bartholomew himself will get really upset if you force him to give up his experiments, which will prevent you from recruiting him as an Advisor. You are going to pick up a new companion shortly. Head east from the Silverstep Grove. At the bottom of the stairs, you will fight a pair of Kobold Blades and a Trollhound. Stick this on Kalikke if you're using her, otherwise Octavia could use the extra boost so that she doesn't get fatigued so readily. 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. Your email address will not be published. You should have plenty of gold from selling loot and you'll be able to acquire new artisans and will also be able to turn Tuskdale into a town. This will allow you to complete Amiri's first companion quest. Search a nearby log for a Token of the Dryad and a Shard of Knight's Bracers (4/10). The best option seems to be the Neutral Evil one which gains you 4500G. Speak to them and you will have options to save them (or not). It's not on your quest list, but there's something you can unlock now rather than later. The area is littered with traps. There is a hidden cache nearby with a Token of the Dryad. Leave through the exit in the Troll Lair Depths when you're ready. If you were able to make Tartuk your vassal, you will emerge in the courtyard of what is now an established kobold settlement. Head west from here to some low ruins. Before going into the village, you can explore the area. This is an update to his artisan quest which you can complete now. Head up the stairs and kill the two Redcaps. In a land that is currently lawless? It's more-or-less immune to fire. Mirror Image or Displacement can help greatly here. One of the doors upstairs is locked (DC17). Continue west and then north. Avoid the traps and slip between the Redcaps as they patrol. If you succeed at a Knowledge (World) check (DC22), you get the option to tell them that they're on a fool's errand. Continue west along the Little Sellen River where you will be able to claim the Scenic Locale kingdom resource. You can also have some preparation time and go to the place by yourself (left part of the map). Only the Cyclops is remotely dangerous and even he can be cut down fairly easily. Tristian's Holy Lance ability on your best attacker is quite nice for these since they are evil. If you tell him he's a threat to himself, you can give him various reasons why he should die. Search a body lying on the ground nearby for a Wand of Fireball, an Amulet of Natural Armor +2 and a Shard of Knight's Bracers (3/10). If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. You can take this if you like - skip ahead to the audience with Hargulka and then come back up. 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. One of the chests is a Mimic. Willas arrives in your throne room demanding justice. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a trolls advance. Go in there both to rest and to buy the Onslaught Gauntlets for Dragn. Talk to him to begin this quest. Sense Vitals is useful on anyone who can cast it. Interact with the switch on the floor and more weak undead will emerge from the sarcophagi. When they're dead, you can grab a Token of the Dryad from nearby. 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. Select the "Having prepared our ambush" option and time will pass. Well, i trust grand diplomat with back whip. The containers hold minor loot. You will then have a bunch of possibilities to resolve the problem. A Branded Troll will make his way up the stairs to where you are fighting the Rock Thrower and more Snipers will move around the walls to attack you. Backtrack to where the slope forked and go right. Buff Amiri up and head along the path a little. There is a group of elves a short distance to the northwest. Give them to Melianse and she will offer to be your friend. If you allowed him to keep experimenting on poor Dimwit, you can recruit him as an advisor. Bring up the map and you will see a building labelled as "Sartayne's house". We're heading east. Before leaving the area, grab a stash of minor loot (locked, DC22) to the right of the exit. If not, cast Expeditious Retreat (if you can), drink a potion of Invisibility and head up the stairs by the Manticore. Don't go into the ruins just yet. You should have a number of additions to your kingdom management: Claiming the territory is a good idea if you are able to afford the BP. Levelling Loyalty up to rank 3 will allow you to annexe Kamelands while levelling up Community to rank 3 will allow you to claim North Narlmarches. In the square, Linzi will introduce you to Tessie the Quill, a merchant who sells books. The round container holds potions while one of the crates contains the Cypress Queen's Quill (3/5). Head back out of the room. You have various alignment-options to finish the quest. Another Ancient Will-o'-Wisp will attack you. You will learn that he is Dragn's grudge-bearing brother. There are a number of houses dotted around the square that you can burgle. 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! Another critic of the safety of lands which aren't yet ours. When you start seriously thinning their numbers, enemies will start fleeing. You'll find him packing, as it seems the troll menace has grown too great for him to risk. The Chaotic Good option is slightly more rewarding than the others. You will now be able to build a Printing House in your capital. Leave your capital and make your way west to a Ford Across the Skunk River. Head down there and you will come across a group of Bandit Raiders. When there are sixteen days remaining on the curse timeline, you will receive an event, "Troll Invasion". Just kill him and be done with it. Suggest to Rismel that he might be a bit bonkers. If you have a character able to cast Stinking Cloud, cast Delay Poison (Communal) on your party. Go all the way back round and head back downstairs. Continue east to an abandoned hut. Go to the east of the village and you can check out the Beer Mug Inn. Kill the troll Help Bartholomew Delgado kill Branded Troll (Healing Item). Return to the path and follow it round as it heads north. Go north up the passage and clear two traps from the floor. There are two Lizardfolk Sentinels just past your starting point. If it proves too difficult, there's no shame in coming back later since there is nothing essential here. I don't believe the choice matters. Follow the water round and you will find a satyr named Falchos and a dryad named Tiressia in conversation. The monster is in the lower right corner of the location. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. If you do get the leader to drink the potion, you'll lose his loot which is worth around 1800G all told. To the bottom left of your capital is the Lake Candlemere there is also a small island with a tower in the middle of it. Make a hard save. The Spirit Hut is in the northeast corner of the village. When you reduce his HP to 0, you will unlock the Fire. And that is why Regongar gets to kick his heels in the throne room in my playthroughs. This update will fix the issue with negative status effects not being removed after a boss fight with the Songbird, and the issue with Nahyndri not dying instantly in The Treasure of the Midnight Isles DLC. Head north out of the village and take care of some Dire Boars on your left. Or lie. The quest will begin after you meet Jenna in the throne room (you will have to receive some visitors). Check the body of one of the bandits for a Turquoise Brooch. You have to find the Ruined Watchtower to the left of the fortress and go there. And a material reward if you asked for one. You can't explore the rest of the level from here. If you retrieve the armour pieces through intimidation, you can throw Kergan in jail or let him go. Head further west for a challenging encounter against four Ferocious Worgs and an Alpha Worg. Follow the dog until you find a man called Ekundayo. He tells you that the Great Ancestor instructed them to eat their own eggs. Lawful Good gets you nothing, Lawful Stupid costs you a trader. Continue north to fight a Troll and two Trollhounds. The Lawful response here is the best. You're done for the time being, so head back to your capital. ALL RIGHTS RESERVED. The ghoul's name is Dorsy. Go there to confront the fool. It also has DR 10/slashing so equip slashing weapons. This is the self-appointed "Voice of the Dragon". Fairly shortly, you will have a scripted encounter. Go back to your fortress and enter the tavern (either select it when you go to the fortress or exit the throne room and go all the way to the right to see the marker leading to it). Head north to find Hargulka's throne. You will learn that the creature is manipulating the Lizardfolk to feed off their fear, shame and misery. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. Buff up and head down to meet the trolls. If you want to explore the final section of the upper level, unlock the door to the north and make your way around the school room and then back south to the other exits to the upper level. 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. He will want to wait a while to ambush some trolls who come this way. Afterwards, you can loot Vesket's body for his key (if you couldn't open the chest earlier), his unique trident, Bound Thunder, a suit of Hide Armor +1 and an Amulet of Natural Armor +1. Trollreaper is the first magical Greataxe you've found. This brings you out by the Troll Clearing. Make your way to the southeast corner where you will find the Scythe Tree waiting. Keep going and you will be attacked by an Ancient Will-o'-Wisp and three War Wisps. Go northeast at the next junction and cross back over into Shrike Hills. The crates in the cart contain minor loot and supplies. To the south are a group of five Dire Boars. 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. Head through the door on the right to reach another balcony. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. Examine it for various options. When you do so, two Dread Skeleton Elites will appear on the other side of the room. These are more like it - level 14 enemies. Quicksave before going to the throne room. Start making your way back west across the area, disarming all the traps on your way. Head to the hut in the northeast of the village. At the next crossroads (close to Tuskgutter's Lair), head southwest. Before you cross over into the Dire Narlmarches, you'll probably want to rest. Save your game and continue further into the throne room to find Hargulka accompanied by Tartuk. The shaman drops a Wand of Bless and a Cloak of Resistance +2. You should be able to afford a few cool items from Hassuf. Go inside and head down to the basement. Sartayne is a 7th-level Magus who will summon two leopards and then spend several rounds self-buffing, starting with Mirror image. Hard to spot on the bottom wall is a sarcophagus containing another Ancient Scrap of Script-Covered Leather (2/16). Since you're in the area, it would be rude to refuse. Head south down the path a short distance and turn down the path to the left. Return to the path and head northwest to the river. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. If you recall, he's the jackass who mocked you in your throne room. 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). It seems that the merchant Enneo has a dagger that belonged to her. A letter arrives from the Maegar Varn of Varnhold, proposing an alliance between your lands. Sevintan 4 yr. ago I just did this with Strengthen enemies, though it took two tries. Heal him rather than finishing him off. Ask him to be an advisor. They cost 80G each and I suggest that you buy 100 in the first instance. If you take the Chaotic Neutral option and send them to a random place on the map, you will meet them again later. When you win, you get to make a choice. He wants you to take him to any dwarven ruins you find. Afterwards, search the Sniper's body for the Black Whip. If you succeed at a Knowledge (Arcana) check, you will figure that it's an invisible creature controlling the child telepathically rather than a spirit possessing him. If you fail, either rampage through the village or reload the save you made earlier. Approach the column in the centre and you will be thrown into battle against the Lonely Warrior, a level 15 undead. The group nearest you comprises a Troll Rock Thrower and two Kobold Snipers. After a couple of rounds, two Dire Venomwolves will emerge from the portal. Head south and open up the trail west along the northern bank of the Gudrin River. There's a stash of gold up here as well. You can either escape or kill them. He will give you 3 potions of Cure Light Wounds and 100G before leaving. When they've finished speaking, How to Build a Kingdom will start and you will have a tutorial for managing your barony. Let it come to you and defeat it however you please since it is not very powerful. To unlock a later region upgrade for South Narlmarches, you must select "I'll help you fight the monster". Head back down and return to the fork in the road. Quicksave before trying to skin it - its hide is quite valuable. All rights reserved. Start making your way back east, keeping an eye out for traps all the while. Climb down (Athletics DC8) and take out the Ferocious Manticore in the courtyard. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. Clear another trap and continue northwest to find the Bandit Leader and his group. If you're protected by Remove Fear, that doesn't do anything. Your envoy will give you a summary of the current state of your barony. To the right of the tree is a location where you can climb the wall if you can make the DC22 Athletics check. If you have Nazrielle's Cursed Sword, pay a quick visit to your settlement to give it to her. 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. Search the chest to the left of it to find the Soot-Blackened Tongs (4/5) and some Bracers of Armor +3. When they're dead, you will find a Token of the Dryad on the ground nearby. There's locked door on the left of the room. He will throw three fire bombs per round. 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.