pathfinder kingmaker troll lair depth


This will be enough to convince Jazon to quit the battle. The only potentially tricky part is having a sturdy enough front line to meet all the Trollhounds without getting flanked. (1 of 6) Lure some trolls into a narrow passageway. 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. Inside you’ll hopefully spot a floor tile of interest [Perception 22], which is also trapped [Perception 22]. 0. Hurry before he finishes!” or the [Lawful Neutral] moral choice, the dwarven chew-toy will waste the last of his life cursing you, inflicting you with Crushing Despair (-2 attacks, saves, ability checks, skill checks and damage for 9m). Pass a [Perception 18] check and you’ll also find a floor tile you can search for a Scroll of Fireball and a Torag’s Pendant. Given its restrictions, it’s surprisingly hard to find a home for it with your companions. The last of the three options requires your protagonist to be [Chaotic] - it’s certainly not traditional to allow Kobolds or Trolls to remain on your lands as subjects! Before you leave this room, search the wall near the Kobold Painter to find a hidden panel [Perception 20] which you can interact with to move a section of wall to the northeast, revealing a secret treasure room. If not, you’ll have to do more wandering around in the upper level, but it’ll just waste more time - it won’t impede your ability to actually solve the puzzle. I’m the king/queen of the lands your Trobold stands on, and as such, your kings and I have much to discuss.”. Make what choices you will, but take into consideration the loot each of the two monsters will leave behind - treasures you won’t gain by sparing them: Tartuk will leave behind a Headband of Alluring Charisma +4, a Ring of Protection +2 and a Ring of Luck, while Hargulka forfeits a Scroll of Cure Serious Wounds, a Mallet of Woe and a Belt of Physical Might +4. (1 of 3) To avoid a fight with Jazon, you must convince him to escort you to his king. Note the strange, rotatable dwarven device on the ground, which you should leave alone for now. Troll Trouble - Troll Lair. After this, the well has sufficiently been poisoned and whatever you say afterwards will result in Hargulka turning on Tartuk - a supremely stupid move on the troll’s part. Crush the patrolling reptiloid, then turn down another hallway to the northeast where you might find another Kobold Sentinel scuttling around. The kobolds are the least of your worries, however, as a trio of trolls - two Branded Trolls and a normal Troll, to be specific - lurk in the larger chamber ahead. 69. 0. Act 2 Companion Quests Amiri: Prove Your Worth Part 2 - Hodag's Lair. (right). In addition, a Troll Rock Thrower and a Kobold Blade lurk in the northern corner of the room - you won’t see them until the fight begins. If you talk to the engrossed painter and choose the options to yell at the kobold or watch him work (followed by yelling to get his attention), you’ll annoy him and he’ll refuse to answer any questions. Tweet 0. (1 of 3) A pair of difficult locks stand in your way. Continue down the hallway to the southwest, and when the hallway turns southeast stop long enough to dispatch a Trollhound, two Kobold Sentinels and a Kobold Archer. This can be a pretty rough battle, and yes, a fight is guaranteed (although evil characters can make things significantly easier on themselves) no matter what you’ve done up until now. (1 of 5) Try to take out the Shamans quickly. This Composite Longbow +1 bears the Oversized and Extreme Corrosion properties, the former of which increases the weapon’s base damage from 1d8 to 2d6 at the cost of a -2 Attack penalty, and the latter adds 2d6 acid damage to attacks. I can't express enough how excited I am to get to level 7 here. In the final chest [Trickery 16] you’ll find two Scrolls of Scorching Ray and two Potions of Shield of Faith. Our heroes are back at Troll Lair, trying to find their way to chieftain hiding in it's depths. (Jason is slightly stronger than other troll, but acid can still kill him) To the north of the lower level, you can find troll's storage room and throne room. More treasure can be found to the west of where Nagrundi stood, including a chest containing two *Potions of Cure Light Wounds, a Torag’s Pendant and a Dwarven Helm Shard and a more well-hidden chest [Perception 20] that holds two Potions of Cure Moderate Wounds and a Heavy Shield +1. Why not join us today? It’s quite possible that you can detach the Troll and kill it separately, leading to a somewhat simpler fight. - EkundayoKargadd is part of the quest A Score to Settle. In the southern-most one [Trickery 20] you’ll find a chest containing two Scrolls of Divine Favor, a Potion of Fox’s Cunning three Potions of Barkskin and a Dwarven Helm Shard. (right). Nagrundi (Humanoid 6, Ranger 5), Trollhound (Magical Beast 8). Troll Lair (Top Floor) Troll Lair Depths 1 Description 2 NPCs 3 Enemies & Drops 4 Loot "These are the ruins of an ancient dwarven fortress, built near a similarly ancient trade route. Better still, you’ll be able to loot your fallen adversary for a Belt of Physical Might +2, which will boost the Strength and Constitution of its wearer by +2, making it a useful item, even if it’s not as good as the Belt of Physical Perfection you may have obtained earlier. If your protagonist’s alignment is any [Good] you can pick a dialogue option to talk Ekundayo into not becoming a monster similar to Kargadd. Share 0. Scrags are a variety of aquatic troll that typically dwell in cold northern rivers and lakes. This will take you into the Troll Lair and somewhat complicate matters for little tangible benefit, ... and a desire to see new rulers rise… and fall. Make your way through the nearby tunnels to the northeastern-most area transition (the stairs down which you originally descended) and from this area transition head southwest to find this locked door. The Commandant’s Journal, on the other hand, provides some interesting - if not useful - history of the dwarves in the River Lands. Complicating matters further is a Kobold Death Shaman who has taken up residence with these bugs, and he’ll be more than happy to stand back and pelt you with spells. With that loot secured, return back northeast to find two more doors, one to the northwest and one to the northeast. Loot the hidden coffer, then turn back around and head northwest down the hallway. Tasha’s Hideous Laughter can take him out of the fight for a while, while Glitterdust and Slow can further blunt his offense. Might as well go sort this out now. The Pathfinder: Kingmaker guide includes a full walkthrough of the game’s main campaign, including various side quests, companion quests and strategies. After defeating your foes and disarming the trap, unlock [Trickery 22] a door to the northeast to reach a balcony from which you’ll be treated to a scenic view of the surrounding area. Occasionally, you will have random encounters when you … Serves you right - these trolls may be strong, but the village dog has more obedience and sense than they do.”. If you do, he’ll draw his bow and aim at the children of his hated foe. Loot two chests along the northeastern wall (one of which is locked [Trickery 16]) to find some gems, gold, and a Scroll of Cure Serious Wounds. If Ekundayo isn’t with you, your options are simpler. Once smote, continue northwest until you’re forced to turn northeast, branching off of which you’ll find numerous passages to explore. The encounter in this room used to be quite different, involving several types of kobolds and two trolls fussing over the pilfered loot in the northern corner. Once you’ve learned the location of the dwarven ruins, make sure that Harrim is in your party before you venture to them. Tread carefully and keep your high Perception character up front, as there’s another trap [Perception 21] along the way that you’ll need to disarm [Trickery 21] in order to safely continue. All of these lead to Hargulka retreating and siccing two of his minions on you, but the [Lawful Neutral] choice is at least a moral choice and the [Intimidate] check does get you some flavor text. If initiative is less favorable, you’ll have to get to Tartuk by other, more dangerous means - giving Hargulka a wide berth will inevitably delay you, but Haste should still enable you to reach Tartuk in a round or two. After dealing with the children (one way or the other) Kargadd will show up, and he’s in a violent mood regardless of whether you slew or spared his offspring. The trolls of Trobold are indiscriminate feasters. Your attempt at diplomacy will not have made an impression on Hargulka, but Jazon is a somewhat more idealistic troll, and if you took the steps listed above you’ll be able to pick the option “You brought me before your king, and you saw how it turned out. Next, work your way to the western-most area transition and head upstairs to the room where you fought Nagrundi to find the sun rotating floor device. If you get this door open you’ll find yourself in the chamber the other set of stairs on the upper level led to, for what that’s worth. ), followed by several rounds of Hold Person. In earlier versions of the game, the Dwarven Helm Shard in the last chest was found on Nagrundi, instead. Locked doors cause them some issues. Assuming you have to face both Hargulka and Tartuk, RNG will play a significant role in the outcome of the battle. Target the Kobold Shamans with your archers or rush them with your warriors to hopefully knock them out of the fight quickly, as you don’t need them pelting you with spells as you deal with the Trolls. In the latter case, Ekundayo will size up the rock troll children and judge them based on the “rock troll” aspect of their nature, rather than the “child” bit. Northeast of the sun statue is another rune shaped like an angular “S” (or “Z”). Having permanent Freedom of Movement on your Cleric is a wonderful idea, but the potency of a weapon like the Mallet of Woe is somewhat wasted on Harrim and Tristian, when Valerie could make much better use of it. You are one such adventurer, and Jamandi’s offer isn’t just a benevolent call-to-arms to make the Stolen Lands safe for normal folk, there’s political angles to its conquest, and the ultimate allegience of its new ruler. This will shave off ten damage from every attack that lands, and while there’s a limit to the damage this can deflect, its primary purpose is to slow you down and allow Hargulka more time to wreak havoc. Can someone tell me how to finish that quest? If at any point you choose to leave him be (a [Neutral] action) you can talk to him again and directly ask him about the painting… a query which he also refuses to answer. Go southwest first, as there’s a key encounter you’ll want to quickly get out of the way, as well as some choice loot that’ll make the rest of your adventure much easier. (1 of 3) When you enter the Troll Lair, you’ll be met by Hargulka, who has no time for diplomacy. (1 of 3) Activate a hidden switch on the wall to reveal a secret room. Whichever of the two you save for last and hence end up negotiating with, the conversation goes quite similarly. A world map will also be included after the game is released. About the only thing that heralds the completion of this dire threat to your burgeoning barony is an illustration promising “the true hardships [are] yet to come!”. While they might not be strong enough to justify a Haste/Slow combo, they’re strong enough that you should exercise caution, ensure your warriors don’t start the fight too injured, and expend some of your less limited buffs. A troll is a monstrous giant with a rough, green hide, clawed hands, and a bestial face with a hideous, tusked underbite. You’re left with several options, including the option to [Examine the dying dwarf], which just confirms that the moribund dwarf will, indeed, not likely survive. Open the door and send your tank forward, only to be intercepted by two… complications. As you head down the hallway into the first chamber on the southwestern side of the level, Ekundayo will speak to you… provided he’s in your party, of course. This will skip the Dwarven Ruins area and lead to the audience with Hargulka, above. Baronial Business after the Troll Trouble ... and a desire to see new rulers rise… and fall. We send our tank in alone, provoke the bugs, then lure them back into the hallway where you can bottleneck them. (right). Leave the room and head through the previously neglected door to the southwest to find yourself in the hallway beyond the locked door that connects back to this level’s entry chamber. You’ll find the moon rotating floor device here - rotate it twice until the northeastern “fish” rune is revealed, then head back down to the Troll Lair Depths. Defeat your foes and occupy their position in the hall to find yourself at a fork, with hallways running southwest and northeast. The Pathfinder: Kingmaker guide includes a full walkthrough of the game’s main campaign, including various side quests, companion quests and strategies. 0. (1 of 2) In the depths you’ll encounter Kobold Blades, who have high Armor Class, but limited damage-dealing capabilities. Once they’re defeated, loot the aforementioned container [Trickery 19] to find a Scroll of Cure Serious Wounds and a Dwarven Urgrosh +1. Nice. Walkthrough. Their Attack bonus is passable, but their damage output is miserable. (right). Watch your step, however, as there’s a trap [Perception 20] down the hallway a short distance to the northwest. the top floor of troll lair, in a chest in the room with Kargadd. On the other hand, if you pick the [Neutral Good] option and heal the dwarf again, he’ll bless you, giving you the Good Hope buff (+2 attacks, saves, ability checks, skill checks and damage for 9m), a decent enough buff that’ll last long enough for you to make significant progress through the level. Share 0. This will cause him to take you into the Troll Lair for an ill-fated audience with Hargulka, during which you must say [Lawful Neutral] “You’re the king of trolls, I’m the king of humans. Either inform them they can live in peace with Tartuk, warn them of the consequences of attacking humans in your lands, or exile them. Outside Events. Remove ads and unlock special features, Baronial Business after the Troll Trouble, Baronial Business after the Varnhold Expedition, Return to the Bridge Over the Gudrin River, War of the River Kings - River Blades' Camp, War of the River Kings - Pitax Royal Palace, Sound of a Thousand Screams - Saving Allies, Sound of a Thousand Screams - Exploring the House at the Edge of Time, Sound of a Thousand Screams - Mirror Memories and Three Keys to the Apology, Sound of a Thousand Screams - Showdown with Nyrissa, The Cursed King - Showdown with the Lantern King, Chapter 1 - Getting Started in the Outskirts, Chapter 1 - Trailing Tartuccio and the Stag Lord. In the northern cell you’ll find a sack [Perception 7] containing a Bronze Dwarven Key and another Torag’s Pendant among other less interesting loot. Ideally you cleared the way back to both area transitions to the previous level (including the locked door in the southern corner of the level). When you arrive make your way southeast, stopping only to loot a chest (inside you’ll find a Scroll of Aid and a gem) just past the bridge, along some rubble to the northeast. Simply put, it’s an excellent troll-slaying weapon, and belongs in Ekundayo’s hands if you have him. Open it with your Iron Dwarven Key, ascend the stairs beyond, then make use of the area transition they lead to. For now, concentrate on the loot and search to the northeast of these statues to find two chests, one of which is hidden [Perception 16]. Most of these items are self-explanatory, although the Mallet of Woe is a Heavy Mace +3 that deals 2d6 base damage and gives the user Freedom of Movement (by far the best weapon you’ve found) and the Ring of Luck gives a +1 Luck bonus to all Saving Throws. This may influence how you decide to carry out the fight, although if the end result doesn’t interest you too much, it generally seems easier to dispose of Hargulka first, as he’s a softer target and is individually more dangerous. Suffice to say, the evil party has a significantly easier time with things if they can turn Hargulka against Tartuk. Take care of the Kobold Boomsayer, or it’ll repeatedly use its Thundercall ability. Both will also drop an Iron Dwarvern Key, which will make getting back out easier, as this key opens all the doors you couldn’t open without a key earlier. Pathfinder: Kingmaker Relic Fragments. A1) Ferocious Trollhound x4 (Magical Beast 4). Alternatively, you can approve his attack [Lawful Evil], or attempt to stop him [Neutral Good]. After Stoneskin he’ll likely cast Haste (which won’t benefit them as much as it does you, but Hargulka doesn’t need to be even more dangerous! Tartuk is a character in Pathfinder: Kingmaker. Along the southeastern end of this room you’ll find a barrel [Perception 0] that contains another Torag’s Pendant and three more doors, including two doors to the southeast and one to the northeast. Kargadd’s Armor Class is rather low, and although he makes it up by having a great amount of Hit Points, if your Hasted party is able to surround him, there’s not much he can do. If your appetite for loot is not yet sated, continue northwest to find Hargulka’s throne, next to which you’ll find two small chests (to the northeast) and a large chest (to the southwest). Continue northeast and loot a pile of rocks to score a Torag’s Pendant, then turn northwest to find a small side chamber occupied by around a half-dozen Giant Spiders… or more precisely, several Greater Giant Spiders. Conflict is inevitable, as a Troll stomps around up here, and behind him lurks around half a dozen Trollhounds and a Kobold Sentinel. Let’s hope other trolls don’t get the bright idea to start wearing armor, eh? There is a hidden check to figure out that this description fits a goblin. You are one such adventurer, and Jamandi’s offer isn’t just a benevolent call-to-arms to make the Stolen Lands safe for normal folk, there’s political angles to its conquest, and the ultimate allegience of its new ruler. If you got Jazon to bring you here, Hargulka will lose little time dismissing him (with a rather fisty reprimand) before turning his attention to you. Best case scenario, Tartuk’s initiative roll is poor, and in that case rushing him isn’t a bad idea, as his Armor Class will be hindered while he’s flat-footed. Cut them down, then consider retreating, resting and healing, as beyond you’ll find the lair of Trobold’s two leaders. Le personnage.. If you pick the [Chaotic Good] option you’ll put the dwarf out of his misery, while the [Neutral Evil] option leaves the dwarf to a slower, more miserable fate. Your options will vary a bit here, depending on whether you have Ekundayo with you or not. When you enter this area, you’ll immediately be confronted by Hargulka and four subordinate trolls. Important NPCs???? In the center of the room you’ll find a pair of sun and moon statues, which you’ll get to gawking at later. 0. Probably not any less technically inept than your typical Jackson Pollock “painting”. The Kobold Rogue is a nuisance if left alone, too, due to his Sneak Attacks and high Attack bonus. ... Troll Lair Bottom Floor (Northen corner of the map, underneath a hidden stone, next to troll "treasury") Dwarven Smith Relics. This means you’ll have to find a roundabout, giving you a convenient excuse to explore the rest of the area, secure the first level of Trobold, gather more loot and experience, and generally just be in a good position to fight Hargulka later. If you’ve got pets at your disposal, all the better - you don’t have to worry about their safety, their movement range is good, and if they can manage to trip Tartuk they’ll delay his routine and make this fight much, much easier. In the depths you’ll encounter Kobold Blades, who have high Armor Class, but limited damage-dealing capabilities. Looks like there are still more keys out there. (1 of 6) You’ll be facing a lot of enemies in the treasure room - form a defensive line and use area denial spells like Entangle, Grease and Web to protect your flanks. Blessed Path is a suit of Full Plate +2 that gives its wearer a +2 bonus to Charisma and Wisdom, a +4 bonus to Saving Throws vs “compulsion effects and poison”, and if worn by a Paladin, they gain two more Smite Evil uses per day. The path to the southwest leads to the more populated depths of the ruins, while you can wrap up the northeastern path quickly, so head northeast first. Outside. Defeat the Troll and Trollhounds, then search along the wall to the southwest to find a pile of rocks [Perception 7] hiding a Torag’s Pendant. Pass a [Perception 16] check to find a floor tile with some gems hidden under it, then loot a board to score a Token of the Dryad. Secure this loot, then make your way southeast opposite the forge to find a locked door, which the Iron Dwarven Key will open. Detailing the painful secrets of his past are apparently a worthwhile trade-off if it enhances your chances at victory. Baronial Business after the Troll Trouble ... and a desire to see new rulers rise… and fall. You’re now done with your quest to rid your lands of the troll menace. Once the trolls are dead, occupy the room they lurked in. Thrash these foes, then loot Jazon (if you fought him) for a suit of Hide +3 and the Kobold Flame Shaman for a Belt of Incredible Dexterity +2. A2) Ferocious Trollhound x2 (Magical Beast 4). Chapter 2 - Questing After Troll Trouble. It makes a world of difference for how much we can get done. (1 of 4) While stronger than your average troll, Nagrundi has little answer to a tank with a few buffs. Your foes here include seven Trollhounds and a Branded Troll. 0. (1 of 3) Try to pick off a Kobold Shaman to prevent him from pelting you with spells. Almost everything Tartuk does makes it more likely that Hargulka will be able to wipe out your warriors, and if Hargulka succeeds at this, there’s a very good chance of a party wipe. The Pathfinder: Kingmaker guide includes a full walkthrough of the game’s main campaign, including various side quests, companion quests and strategies. With any luck you won’t have to fight them all at once, but if you do, some Grease, Web, etc., spells may slow their approach and allow you to defeat them piecemeal. If this all feels like it’s stretching you too thin, a well-placed Glitterdust spell can achieve great results, and Haste is, as always, a potent buff. The difficulty of this check will increase by one per round, so it’s not quite as hopeless as it seems, but you’ll likely have to withstand Kargadd’s melee attacks or the rocks he’ll throw for several round, and that’s if he’s pliable enough to follow you into the light in the first place. Given the hassle that petrifying the troll entails, you may be better off simply buffing, then pulverizing him.