Backtrack to the corridor where you fought the skeletons and follow it around. A couple of days after the letter arrives for Valerie, Jaethal will demand to see you in the throne room. Pathfinder: Kingmaker Troll Lair Depths Walkthrough, Pathfinder: Kingmaker Barons Business in Tuskdale Walkthrough, Pathfinder: Kingmaker Troll Lair Walkthrough, Pathfinder: Kingmaker Ruined Watchtower Walkthrough, Pathfinder: Kingmaker Baronial Business after the Troll Trouble Walkthrough, Pathfinder: Kingmaker Dwarven Ruins Walkthrough, College Kings Walkthrough & Complete Guide (All Scenes), Plan B: Terraform Planning For City Growth, PUBG Vikendi Map (Bear Cave, Bunkers, Lab Camps), Soul Knight All Gift Codes (March 2023) Free Gems & Items, Star Stable Codes for Star Coins, Star Rider & Clothes (March 2023). Head to Oleg's Trading Post. Continue east and you will run into two low-level bandits. He does spam Magic Missile, however, but Shield keeps you safe. Once you get to the other side, look in the undergrowth to the left for the Cloak of the Winter Wolf. It's not tough but it has a ranged attack that causes the entangled status. Head north and examine a log by the path. 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. Bring up the map and you will see a building labelled as "Sartayne's house". For what it's worth, the "(Neutral)" option leads to the best outcomes. When you've dealt with them, you can find a Token of the Dryad in the bushes to the north. Not scrolls. Fortunately, no undead come pouring out of sarcophagi. Make your way around the dungeon to the puzzle room in the northwest and set the floor mechanism so that the fish rune is showing. This is a quest item and there are three of them in the immediate vicinity. Cast a Stinking Cloud ahead of you, like so: This should mean that the most dangerous enemy, the Bandit Necromancer, starts off disabled. When, Ditael hands the sword over, he will be relieved to be rid of the - literally - cursed thing. If you haven't yet levelled up your Treasurer, you should do so. . Start making your way back to your capital. As long as you let him keep the troll you should be able to recruit him as a councillor. Back in your capital, go into Kalikke's house where you will meet Naiho, Elki and Tevi, the Sweet Teeth. When he burns through a character's fire resistance, top it up. Head south back towards the village. Locations outside the areas you've explored so far will be above your level so be careful how far afield you venture. 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. Have Ekun cast Aspect of the Falcon and Sense Vitals. There's also a hidden cache in the corner with a Token of the Dryad. Defeat the leader and decide what do you want to do kill him or spare him. There is a container with some gems and a hidden cache with the Cypress Queen's Goblet (1/5) among other things. Return to your capital because you want to make Jubilost your Treasurer, since you've probably had an empty advisor slot up to this point. Head north to find a Dizzyhead and a Token of the Dryad along with two Giant Slugs. If it proves too difficult, there's no shame in coming back later since there is nothing essential here. Head to the villages entrance and tell the guard you want to talk to the leader. Check out your Personal Chambers where you will find a Flail +1 on a table next to your Personal Stash. Start making your way back west across the area, disarming all the traps on your way. Failing all else, you can seek out Anoriel in the tavern and respec your main character. And still do. Ask about Trobold and you can question him about Tartuk and Hargulka. You may want to rest before tackling the Troll Lair Depths. Continue north and you will bump into two Kobold Sentinels. Head across the river and go west to find a couple of Kobold Sentinels fighting an uneven battle against a trio of Ferocious Wolves. If you will not kill the spirit in time, he can finish off the boy. A short distance to the right of Bartholomew is a hidden cache containing a Dwarven Helm Shard (4/10). The book is a quest item for Bokken while the Skymetal is the first in another relic set. After New Troll Sightings event if you visit Lone House you will find Bartholomew Delgado in his laboratory, attacked by several trolls, including Dimwit if he was not freed or killed. Inspire Competence is useful too. Go to the place where trolls lair is located, enter the fortress and turn left from the first room to find the one who killed Ekundayos family. Fill your Cleric's level 3 slots with Resist Energy (Communal). Head through the hidden door in the north wall. The locked chest outside the house near the bottom left corner contains the Grilled Silver Eel recipe along with some silver eels. Equip the Heart of Ira and buff up with potions before going in. Follow the dog until you find a man called Ekundayo. Agree to let her keep it and then agree to go and look for it to initiate her first companion quest, Easier to Ask Forgiveness. Leave the town and enter kingdom management. Manipulate the floor puzzle so that the lightning rune is showing. He has a surprisingly large number of HP. When you reach the junction that goes south to the Bridge Over the Gudrun River, head northeast instead. Agree to follow him and you will be in battle against a Branded Troll. There is also part III of 'Transmutations and Bodily Poisons' if you need it. Keep heading northeast at the crossroads and then turn east. If Octavia isn't with you, you may need a dose of Inspire Competence. Eventually, you will end up in your throne room. Go down the slope west towards the shore. You companions will have a view as to his deserved fate. You will be attacked from front and behind by three War Wisps. That would have come in useful just now! 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 emerge in some sort of storage room. At least two of those are subject to attacks of opportunity so they shouldn't give you much trouble. There's a trap at the end. If you guessed "Will-o'-Wisp", you'd be correct. You will come across a group of bandits around a covered wagon. Head immediately north and examine the body by the wall to update your journal. Your email address will not be published. Afterwards, speak to Rashor and he will invite you to his village. Ask how you can help her and she will direct you to a location called the Mud Bowl to find 10 black rattleheads. There is another group of Dire Boars further down - this is one dangerous village! Search a nearby container for the Soot-Blackened Gloves (3/5). You want to see the "[Lore (Religion) check passed]" option in your response. There is a hidden cache nearby with a Token of the Dryad. When they've finished speaking, How to Build a Kingdom will start and you will have a tutorial for managing your barony. By the way, even if you dont save the boy, you will still need to talk to her and tell her about the tragedy. Go inside and remove the trap (DC22) from the floor panel and search it for the Devourer of Metal composite longbow which will make Ekundayo even more of a murder machine. Shaynih'a will ask you to visit her to update her artisan quest as well. Keep an eye on it and return to your capital when the time comes. Pathfinder: Kingmaker - Troll Trouble Walkthrough - Neoseeker Search the campsite and you will find a rope and a crowbar among other minor loot. Back in the previous room, there is a nook in the far wall with a Torag's Pendant and some scrolls. This is worth a visit for a decent bow for Ekun and a new recipe. To proceed, ask about the trolls and he will say that a troll was caught in one of his fire traps but was unharmed. Since you're on your own, this can be a nasty fight: you're outnumbered and your opponent is kinda hard to hit. Backtrack to the previous room and unlock the door to reveal a balcony. This will bring Jethal's quest to a conclusion for the time being. There are three rooms to the side. At the top, go left and defeat a pair of Gargoyles. Afterwards, select "We tried to pull the cart out". You will see the Swamp Witch's Hut to the south. Ask about Dimwit and you'll have a number of choices. Afterwards, search the Sniper's body for the Black Whip. Thank you, Valerie. Continue west where you'll find a pile of fish. Advance up the path to meet a large group of kobolds head-on: a Boomsayer, Alchemist Master, two Skirmishers and two Snipers. She drowned them(!) If you met with Tristian, there will be a new event "Support the Councilor's Endeavors" which takes 14 days and will increase your barony's Loyalty rank. Before you go in, grab provisions from the drying racks and some Masterwork weapons and a Trident +1 from a weapon rack. If the player visits the Lone House before they need to visit Bartholomew for second phase of Troll Trouble they may convince Bartholomew to either release Dimwit, or let the troll go. You'll find the body of the boar lying on the ground just to the north of the area where the Moon Radishes grow. There are two locked chests (DC23). This is for later but there's something you might be able to do now. After you've slaughtered them, you will find a trapped (DC22) backpack with a suit of Half Plate +2. In preparation for later events, you may want to buy a rope and a crowbar as well. You will be thrown into battle immediately against a Giant Flytrap. Hit the road again. Just kill him and be done with it. All five will hit you with sneak attacks so be prepared to take some damage. There are a couple of loot stashes here, one of which is locked (DC21). I ended picking the chaotic neutral option and told him to kill the troll. Look for another way out you can climb the wall to the right of the tree, but only if you pass the athletics test. Let the three Trollhounds and Branded Troll come to you before disarming it. The next thing you want to do is claim the Outskirts which cause 14 days to pass. She will ask you to meet her in the Verdant Chambers, unlocking the Just Reward quest. Head into the area where the bear was and you will find a group of two Alpha Wolves, two Worgs and two Ferocious Wolves. Continue west a short distance where you will come across a fallen tree that you can climb down (Mobility DC17). Don't decide what to do with Remus right away. Select Settlements / Shambling Steps and build Nazrielle's Weapon Shop and Varrask's Weapon Shop. If you have a day to kill because you're waiting for an event, opportunity or project to complete before you hit the trail again, you're probably strong enough to take on Ratnook Hill. Head north, keeping an eye out for traps - there are two of them (DC19). Examine the fallen tree to find Nyta's Letter and an Old Wedding Ring. You should be at a crossroads between Three-Pine Islet and a Glade in the Wilderness. Speak to the Old Beldame and ask about the lost child (remember him?). Just south of the bandits is a log containing minor loot. Say that you're surprised to see a trader here and you will be able to try to Intimidate him (DC25). The Guardian will Dimension Door away leaving you to fight her summoned minions. Keep an eye out for a hidden stash of minor loot underneath a tree. Select "Bokken's Alchemical Shop" and drop it somewhere on the grid. Buff up before approaching, however. However, you should ignore it for the time being. Fireball Trap (Perception DC 22, Trickery DC 22 - 36 exp): 5d6 fire damage if triggered (Reflex DC 16 for half). Assuming you killed Hargulka, you can loot his remains for some very decent stuff: the unique Mallet of Woe, a Belt of Physical Might +4 and the Iron Dwarven Key which will allow you to open the remaining doors in the complex. Return to the previous room and unlock the other door. 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. Buff up before approaching the rift in the centre. Go north up the passage and clear two traps from the floor. Chat with Vesket, then go outside and walk into the building on the right. You will earn 375XP for saving his life. You will encounter some Trolls and Kobolds that were waiting to ambush you had you gone through the gate. Which monsters and which dungeon are unspecified at this point. Backtrack to where the slope forked and go right. There is a "Requires Lawful" option that you can take which gives you a shortcut into Hargulka's Lair. The Old Beldame will come out of the house and you can now go into the garden. Return to the trail and continue east at the junction. Trollreaper is the first magical Greataxe you've found. Continue east and cross over into Silverstep. This basically tells you when you need to pay attention to the place. As you approach the house, you will find summoned Giant Spiders fighting trolls, handily serving as a distraction while you murder them. Head across into the South Narlmarches region and you will emerge by the Ruined Watchtower. Return to where you found Nyta's body and put the Old Wedding Ring on her body for a small XP reward. The large chest reveals itself to be a Mimic. Be careful as you make your way down because there is a trap (DC22) at the bottom. You will finish the quest by leaving the location. Get Resist Electricity on your party before you start making your way up the path. Another critic of the safety of lands which aren't yet ours. When they're dead, look around to spot a pair of hunters trapped on the hilltop. Question it to learn that the spirit calls itself Count Shimmerglow. You can try intimidating them (DC22) to get them to leave or, if you ask what they're doing, you can make a diplomacy check (DC28) to make a deal with them. Success earns you XP while failure earns you pain. In the Swamp Witchs Hut location, which we have already encountered in the Lost Child and Gnarled Branches quests, look for the village in the lower part of the map. Bartholomew will join you at this point with information about the trolls' protection. Your call. After you've cleared the areas, backtrack to the fork and take the path leading southwest. There is also a hidden compartment on the wall with some minor loot. You will find a cache with a Dwarven Helm Shard (1/10). The area is littered with traps. After you've dealt with them, search the bushes to the left of the path for a Taldan Warrior's Dog Tag. This may be sufficient to reveal a trap (Perception DC36) across the passageway. Select Narlkeep and build Shaynih'a's Shop of Exotic Curiosities. If you didn't meet him, you can make speech checks or offer a bribe of five rations to gain entrance to the village. Search among the undergrowth to the right of the bridge for another Taldan Warrior's Dog Tag. Since you're in the area, it would be rude to refuse. He will throw three fire bombs per round. There are two slightly more powerful undead in this corridor: a Ferocious Skeletal Champion and another Nightmare Skeletal Champion Archer. Speak to Lykka nearby who's a friendly nixie. If you have Tristian, he can use Metamagic to make it last twice as long. You can either escape or kill them. However, there's a lots to do before you go there. Note that you still want to keep Harrim in your party. At the next crossroads (close to Tuskgutter's Lair), head southwest. Even if you can't use it, it's worth 5000G which is a decent chunk of change. Ekun should concentrate on killing the Nereid from a distance that leaves him unaffected by her aura. When the 14 days are up, the Rotten Beasts event will appear in your event list. This is not a particularly wise choice and will cost you the services of Ekundayo. The only characters not affected are Amiri, Valerie, Dog and a female main character. First, each adviser position gains bonuses from a particular ability score. After some smack talk, Tartuk will summon some more kobolds on the other side of the river and Haste them. 5. Since he can't harm you (or frighten you), it's just a matter of time. You need Delay Poison, Resist Fire and Protection from Fire. If you have access to something like Hold Monster, it will come in useful. The main quest would bring you here shortly but since you have time to kill and you're already here From your starting point in the north of the area, head south a short distance and you will find a cache with a Torag's Pendant, something else that Storyteller will buy off you. There will also be people waiting to see you. Search the Sentinel's remains for an Old Dwarven Chest Key. Summon Nature's Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered. When you've killed it, look for a nearby stash containing a Token of the Dryad and some gems. It's more-or-less immune to fire. You have business there, but I suggest leaving it for the time being. Head across to the other side of the path where you will find three Ferocious Wolves and two Alpha Wolves. Tristian will want to talk to you about the cultists that you may have encountered on the road. Unlock the door to the north but don't charge in because there is a trap (DC20) on the floor. Follow the dog until you find a man called Ekundayo. When Hargulka is dead, turn your attentions to Tartuk who is hopefully nauseated, blinded and paralysed. Sevintan 4 yr. ago I just did this with Strengthen enemies, though it took two tries. Pathfinder: Kingmaker - Wikipedia There are a couple of things to do while you're here. Make a DC14 Mobility check to climb down. You have a choice. You will see an Alpha Wolf and a Dire Wolf to your left. Don't cross but follow the trail east to find a new crossing point at the aptly named Ford Across the Skunk River. There's a crate filled with minor loot close to the area exit. You will meet Kalikke inside and will have to dismiss your other companions to proceed. There are also traps, including on the supposedly safe path to Bartholomew's house. The tempting thing to do is kill Sinnet - he really asks for it. There's a log nearby to cross the ravine (Mobility DC19) which saves some backtracking. You also have a bunch of items to sell to Storyteller in the throne room. Instead ask how you can help to learn that he needs two coins to put over his eyelids. You're done for the time being, so head back to your capital. Return to the bandit room. Go inside. Be careful at the top. Unfortunately, they're not hostile so you can't get the drop on them. 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. Haste and Heroism help as does True Strike. Initially, you will be fighting six Giant Spiders. If they give you trouble, hit them with Stinking Cloud. You will find a large group of three Tatzylwyrms and three Greater Tatzylwyrms in your way. Cross over to the south side of the Gudrin River if you're not already there and head east. Annexing the Kamelands is also required to unlock Tristian's companion quest. Head north to find Hargulka's throne. The mage loks a bit battered, but his defenses seem to be holding. Pathfinder: Kingmaker - Troll Trouble Walkthrough If you fancy taking on a powerful mid-boss, buy some cold iron weapons from Verdel. The ghost will say that it cant fall asleep because of the lights visible in the well. 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. Assuming you picked up the scorched necklace fragments and the Restovic relics, you should be able to turn these in. Be sure to buy the Bag of Holding in his stock - you should easily have enough gold. Turn around and go south. 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 Harrim is in your party, he will convince Waine to become a follower of Groetus. Ignore him for the moment, because there's stuff to pick up first. Rather than fight them fairly, you can target them with missile weapons if you go south a short distance. If you come here during the day. Search a crate by the side of the house to find an Ancient Rostlandic Coin. the place will be empty so camp until nighttime if necessary. There are four low pillars around the centre and three are active. You can also have some preparation time and go to the place by yourself (left part of the map). And so the quest begins. Continue west to arrive back in the entrance. You will also find a Taldan Warrior's Dog Tag in another container and minor loot in a third. Continue north to fight a Troll and two Trollhounds. If the player manages to rescue him from the trolls, he will assign the quest Guiding Beacon. This is the Eight Legged Curse: monstrous spiders emerging from Bald Hill. He's not pleased. Return to the world map and you will be back at the location where you met the escort. Initially it takes the form of an illustrated book episode. If you choose to wait, three hours will pass after which two Trolls and a Branded Troll appear. When they're dead, have Kallike use her Water Blast ability on the flames surrounding the trapped Water Elementals to free them. I'm inclined towards the Chaotic Neutral response. Espaol - Latinoamrica (Spanish - Latin America). STR: 10, DEX: 18, CON: 18, INT: 10, WIS: 14, CHA: 10. Head north from your starting point. The quest will begin after you have your share of fun ruling the Kingdom a bit. Send just one person through the gate at the top to trigger the two Ancient Will-o'-Wisps, otherwise you'll get bottlenecked. Interact with it and you can detect magic and gain some XP if you succeed at a will check. When they're dead, you will find a Token of the Dryad on the ground nearby. 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. When it's dead, you can loot the other chests for a Shock Light Crossbow +1 among other treasures. She will thank you for killing the Stag Lord and will promise a valuable reward. Later in the game, you will want to increase this reserve. 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). Afterwards, you will have to make an alignment-based choice: Your choice will determine options in a future kingdom event; see here for details. Quick save because the RNG is a swine. If you go south and east, you will come across another group of bandits. Keep bludgeoning weapons equipped and backtrack to the room where you met the bandits. Don't go into the ruins just yet. The Ancient Will-o'-Wisp is quite nasty but it doesn't go invisible so you can hit it reliably. There is a hidden stash nearby with a Ring of Protection +2. The trap cramps your style quite badly so make sure you have your ranged attackers take out the Shaman. At the fork continue east. There's some worthwhile loot there if you want to grab it. To unlock a later region upgrade for South Narlmarches, you must select "I'll help you fight the monster". There is a stash in the south of the encounter area with a Torag's Pendant. Head west from here to some low ruins. If Harrim and Jubilost are not part of your current party, you may want to return to your capital to fetch them because they have quests that intersect with places that we are going to go to. Head down there and you will come across a group of Bandit Raiders. This will summon an Ancient Will-o'-Wisp and two War Wisps. Next to the painting is a hidden wall switch (DC20) which reveals a secret room to the right. Regardless of the outcome, Kargadd himself will appear to do battle. Quicksave before trying to skin it - its hide is quite valuable. There are a total of six plants to harvest. The Alpha Wolves are quite tough but manageable. Continue west along the Little Sellen River where you will be able to claim the Scenic Locale kingdom resource. There's an exit to the lower level in this room and you can get to the east of this level from there. If you do pop back, Kesten will add something else to your plate. Another Ancient Will-o'-Wisp will attack you. Head there, in the upper right corner you will meet two fairies Falchos and Tiressia. Continue east around the rock and then up the slope. To progress, head through the door to the north of the school room. There is another container in the room with a Torag's Pendant and minor loot. Foes No MoreTartuk is one of five enemies that you can turn into an ally. The house to the east belongs to Kaessi; go in there to update the Sorrowflow companion quest. The Lonely Warrior drops a Frost Greatsword +1 and a suit of full plate armour. Head east and continue east past the Lonely Barrow. The traps hit you with Glitterdust and Entangle. The woman claims that the witch from Narlmaches is to blame. At the next crossroads (you should be close to the Technic League Encampment), follow the trail south and west and then turn southeast. A nymph will appear and then sic the monster on the main character. Return to the path and start making your way east to the deserted village, cutting your way through a Greater Worg and three Ferocious Worgs. You need to hit it with cold iron weapons, both to overcome its DR and to stop it regenerating. This will net you 450 XP. There are three Branded Trolls just inside the doors that you need to fight your way through. Climb back down from this area and go immediately south. Head across to the other side of the square and look for Nazrielle. Kesten Garess will meet you to give you a whistle-stop tour. Protection from Evil is useful and Blur / Displacement on your front line fighter is essential. Return to where you were previously and continue north. After killing it, go back and report on completing your task. If you want a shortcut down, take the broken steps (Mobility 19) for a few XP. If you make the diplomacy check, he will tell you that he and others are afraid of the Great Ancestor. Follow Tristian out to the Capital Square. Regardless, you're done with this location for the time being. They are still hostile to you, however. Head to the throne room and show the Spear Fragment to Storyteller who will recount the story associated with it. You will see a Coal Mine just to the west which you can claim. Fortunately, she'll spend her first round casting Summon Nature's Ally. He seems very excited about the formula he's discovered. Afterwards, search the body on the ground for the Dirty Travel Log. Note that even when you have the BP and a Treasurer, the Trade Agreement with Surtova will almost certainly never pay for itself and pillaging the Temple of the Elk locks you out of a decent kingdom upgrade for marginal benefit. You can sell all the Masterwork crossbows that the Snipers dropped while you're at it. Cast Stinking Cloud on top of the enemies. Hostility ensues. To advance the quest, read the walkthrough of The Nature of the Beast main quest. If you examine it, you will figure that it wasn't killed by the Tatzylwyrms. When he's dead, loot the nearby container for a Dwarven Helm Shard (8/10) and a Torag's Pendant. Among the Kobolds prioritise the Boomsayer and Sniper. If you ask about the goddess, you can make a Diplomacy (DC25) check to talk some sense into him which is the ideal outcome. Cast Remove Fear before advancing further. Instead, continue northwest where you will find three Ferocious Wolves and a Kobold Sentinel. Then her sister, Kanerah, will take her place. For the best outcome to Jaethal's character arc, allow the elf girl to die. Examine it for various options. Jubilost is standing on the near side of the river. You will have random encounters with cultists as you travel. Equip it on anyone able to use it right away. What you find when you emerge depends on how you resolved matters with Tartuk and Hargulka. F. Lone House - Pathfinder: Kingmaker Walkthrough & Guide - GameFAQs This leads to an illustrated book episode. so that you can claim the Refugee Camp. Give this task to Tristian (Councilor). Over the course of the game, this will save you from having to sit through dozens of lengthy loading screens. You cross Bridge over the Gudrin River. Grab Jaethal's Old Dagger and make sure that Jaethal is in your party. When there are sixteen days remaining on the curse timeline, you will receive an event, "Troll Invasion". Pay attention to the Sniper at the back of the group because it is somewhat dangerous. This is an update to his artisan quest which you can complete now. After a couple of rounds, two Dire Venomwolves will emerge from the portal. Eventually, they will decide to duel. There is a ghost near one of the houses talk to it to start the quest. However, if you are protected, they won't really be able to hurt you so you simply need to wait until your attacks connect. It doesn't sleep on a pile of gold, but there is a body in its lair with some fantastic loot: a Flaming Earth Breaker +2, the Taldan Whip (2/5), the Professor's Hat and an Extend Metamagic Rod. Show him the coins you gathered from the Ancient Will-o'-Wisp and his pals for an XP reward. If Ekun is going to be your Mobility guy, he'll want Boots of Elvenkind as well. You'll have a number of choices to proceed. You have various choices for dealing with him. You will learn that this place is known to the trolls and kobolds as "Trobold". Regardless, exhaust his conversation options for background information and make a note of where he is.
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