x . Leave the cave and head to Tatzlford. Continue down to the repurposed torture chamber and buff up - a potion of Heroism is good for the skill checks. Grand Diplomat to 3/60 (unlocks Aviaries and the Minister post). When you find Amiri, she will want to talk to you about her tribe, the Six Bears. Buff up majorly and head through the Hidden Creephole. You can strongarm him to have him reveal the location of a cache of gold in the Bridge Over the Gudrin River area. Ask him about himself and you can make a Bluff check. If you ask about the flower, he will eventually let slip that he is in love with "a lady in the forest". Head northeast to clear out the rest of the camp. If you can get a couple of good rounds from Ekun and the initiative rolls are kind, this fight is quite manageable. When Irlene delivers her first item, she will have a proposal for you. 184. Grab the Owlbear's Head from its remains. Head northwest and some fleeing barbarians will come running past you. Your enemies are two 8th level fighters, a 10th level fighter who's a bit tougher than the others and an 8th level priest. After Kesten and crew show themselves to be quite incapable of defeating monsters, speak to the man. Pick the Rare Bog Flower growing there. You will find Verdel outside Kaessi's house. If you've already played it, skip ahead. However, if you leave the Secluded Lodge, you can hover the cursor over the location and it will tell you the day you last visited the location. You will find Olika standing to the right of the fireplace. Afterwards, Ntavi will ask you to speak to her when you have a moment. The Shaman drops some great stuff: the unique Longshank Bane spear, a Breastplate +2, a Belt of Physical Form +4, the Paragon of Winter ring and the Taldan Spur (5/5). Some guards will helpfully absorb a few blows from it. Clear the DC27 trap and loot the cave. Do not leave your throne room for the moment. When you emerge, ignore Mim who is lying on the ground. If you have a couple of days (i.e. When the week is up, seek Irlene out again. For the best outcome select "Don't submit to despair". When they're dead, clear the two traps from in front of the totem and speak to the prisoners to free them. You can investigate the various conversation options - none useful - but in the end you should agree to accompany him. This leads to a good / evil choice that is harder than most. Eliminate the Alchemist first. The next time Sharel delivers a gift, he will tell you that Morhalan has escaped. Engage the lantern and head to the northeast corner of the map where you will find four Doomspiders. 73 dark rock slim . The Ancient Wyvern is fairly powerful but the other two are quite weak. If Kesten is here and you went to the capital first, the goblins will be dead and he will be fighting an Owlbear on his own. If you continue north, you will trigger an assault from a large group of Primal Giant Spiders and Doomspiders. You have a number of choices. You will find another Taldan Warrior's Dog Tag in a rock. Don't bother questioning Dumra behind the bar because you don't get anything useful out of her. You can then send him to Jhod for help which is the best outcome for this sidequest. Continue into the cavern to the north and eliminate the Giant Slug there. Go east a short distance. If Kesten went to the Womb of Lamashtu first, things will play out slightly differently in this section. Inside Jamel Visser will tell you that you will be hunting owlbears, hydras and wyverns. Afterwards, you can free the prisoners from their cages by clicking on the doors. Before approaching it, cast Resist Cold (Communal) and buff up Nok-Nok a bit since he'll be on his own for a little while shortly. Like all good cowards, he brings his mates along, in this case four Nightmare Skeleton Soldiers who come from all sides. Back out of the conversation. If you exhaust their conversation options, you can choose to abandon the hunt. Don't murder him because he'll do something good for you. You can pick up Masterwork shortswords from the dead goblins. When it is on, you can pass through the fog without being whisked elsewhere. The guards will probably hinder your efforts by surrounding the enemies. If you bring up kingdom management, you will have an event card that demands your presence in the throne room, "Unrest in the Streets". Continue southeast down the path. if you go through the patch of fog to the east, you will encounter two Poisonous Primal Manticores. Go back down through the area with the traps and head west through a gate. Afterwards, you will see another brief vision with the Guardian of the Bloom. If you ordered Kesten back to the capital, he and Jhod will join in (probably too late to contribute meaningfully), If you went to Womb of Lamashtu to rescue Kesten, Jhod will die from the injuries inflicted by this thing. You'll probably trigger a scene with some goblins talking about a particularly impressive hydra. The next time you see him, Kimo will seem rather crestfallen. Nok-Nok should start off close and Dog (or Okbo by now) should be able to charge up ahead of the rest of your party. After some more back and forth, you will leave the camp. Head east through the gap to the south of Verdel's Smithy and you will find a bunch of guards fighting against a Purple Dweomerowlbear, a pair of Red Dweomerwyverns and other miscellaneous creatures. When the deadline is reached, your advisors will congratulate you and you will receive 8600G. There really is no pleasing some people. This throne room event will occur about now. Otherwise, you should put them to work when you return to your capital. You will find a Goblin Horsereaper who wants you to feed the Hydra in the pen next to him and tempts you with the "expar-ince" you'll earn. Regongar and Octavia will announce that they've also found Janush's ledger, which should say who originally sold them. The Pathfinder: Kingmaker guide includes a full walkthrough of the game's main campaign, including various side quests, companion quests and strategies. You will find Kimiel (or Kimo) Tavon standing outside the house in the northern part of the settlement. When the second team return to the real world, two Dire Venomwolves and a Greater Owlbear-like Treant will appear. A guard named Delia will give you a sitrep. The Redcap drops a Token of the Dryad. She proposes to make the townsfolk a Roc egg omelette and tells you that there's a Roc that lives on Talon's Peak. The area to the west of the pen is trapped. Visit her outside her shop and she will tell you about an associate, Ollie, who disappeared with a chest of gemstones which was to be a downpayment for an amazingly rare item. However, the swamp witch denies that she have the boy, and suggest you to search the Lizardfolk's Village. To the north is a gate to an inner compound. They tell you that they are working for the Stag Lord. Start making your way back to the area entrance along the upper path. Ignore the nearby door because it needs a key. Owlbear's Head from Greater Enraged Owlbear in northwest part of the map. Return to the kitchen and speak to the Tedrims' servant, Tsanna. Take the skins back to Sharel who promises to see Morhalan arrested. A chest contains minor loot and you will find a Taldan Warrior's Dog Tag under a rock. That's nice of him. It needs to killed and has 120HP. Go southeast and east to find the place. Sneak damage is great, particularly with Crippling Strike. Kalannah (or whoever) will mark the Technic League Hideout on your map. Wander around the Narlmarches for an indeterminate amount of time and you will eventually have a scripted encounter. Finally, search the desk for Maestro Janush's Key. Head to the Beer Mug Inn and speak to Elina behind the bar. Otherwise, head to the Secluded Lodge and wait for Moonday to come around. I ended up with a DC 35 Intimidate check which is worth 3840 XP on its own. You can get the wine by sending the Sweet Teeth to repair Oleg's fence, but those errands take weeks. Having obtained this, go through the patch of fog just below and to your right. There's a locked (DC23) container with minor loot. Pathfinder: Kingmaker is the first single-player isometric CRPG set in the world of a top-selling D&D type role-playing game by Paizo. When you've killed the bird, loot its remains for some meat and an Amulet of Natural Armor +1. Head south along the path and when you get to the bridge, you will find Tigni's hidden stash of coins in the grass to the left. He tells you that he needs some Inubrix to reforge it and then you might find some in a Technic League camp. Continue north to the town centre where you will fight two Owlbears, a Ferocious Wyvern, a Yellow Dweomerwyvern and a Yellow Dweomermanticore. Be careful because some of the lower ones will go round the long way to attack the characters you left behind. On the appointed day, make your way to the shrine where Kesten will be waiting for you. There are two Brawlers (Barbarian / Rogue) and a level 10 Alchemist. Otherwise, let Jhod speak. You will unlock the Bird of Prey trophy for completing the hunt. The Chemist drops a Ring of Protection +1. If one of your advisors didn't make it, the surviving advisor will want you to do the other thing (i.e. Tristian will have some interesting intelligence. Controlled Fireball) to take out the swarms. You will unlock the Bird of Prey trophy for completing the hunt. Backtrack to where you fought the wyverns and start making your way north up the path. Loot Masterwork weapons from the cultists' remains and search the rocks near to where you fought them for a Melted Shard of a Ring (9/13). They will be back in the caverns with a fairly modest Giant Flytrap to eliminate. Resist Fire (Communal) will be useful along with your normal buffs. When they're dead, move your squishy characters south a short distance and have your main character interact with the flower. The Six Bears Camp is in the west of the North Narlmarches, close to the East Sellen River. Finally, he tells you that there is a goblin village somewhere in the Kamelands and hands you Kesten's Letter which adds the Shrine of Lamashtu to your world map. Ask him about the relic he mentioned and he will talk at length about a hammer named Obliteration, initiating his artisan quest. Force attack one of them and all four will become hostile. Start making your way across the bridge. If your alignment is chaotic, you can respond rudely Jamandi's haughtiness. 03 20 90 64 46. International: +33 3 20 90 64 46. Make the Mobility 21 check (it's a lot easier than the Dexterity 17 one). Have a stealthed rogue scout ahead a little to start clearing the four DC 27 traps from the floor. Assuming you've annexed North Narlmarches, head to Tatzlford (your settlement in North Narlmarches). Near the northern tunnel is an Agile Light Pick +3 embedded in the rock. 25 days-or-so before the deadline, your kingdom will align with your current alignment, rather than the one you had back at the start of Act 1. When you reach the northwest corner, extinguish the First World Lantern and buff up a little. They're still dangerous in packs so get the drop on them and use something like Fascinate to manage them. They drop loot worth about 3K if you want to go all Lawful on them. Speak to Una and Kabron Tedrim standing in front of the bar. There's a crate filled with minor loot near the entrance to the southern tunnel. He tells you that the witch who slew his family can be found in the Secluded Lodge. When you're ready to proceed, take the southeast exit. Search a crate by a hut for yet another Taldan Warrior's Dog Tag. Search a chest on the northern wall for a Shock Greatsword +1. After you've destroyed him, loot Fionn's remains for a Frost Greataxe +1, a suit of Banded Mail +2 and a useful pair of Swiftfoot Boots. Your choice has consequences. He'll die shortly after you kill it. Grab a bit of loot from a nearby body. A locked (DC24) chest behind the counter contains some gold and a couple of potions and there is a bag in the room next to the kitchen with some provisions. Return to Tatzlford, Give Kimo his flower and and the confirmation of innocence to the guard. This leads to an illustrated book episode. Mother of Monsters. If your alignment is good or evil, this is easy. After the enemies are cleared, you can grab some minor loot from a nearby chest. If he is with you Tristian, as usual, will urge mercy. you will find two chests, one containing minor loot, the other a Frost Composite Longbow +1. A Goblin Commando Commander and a Sneakwhack are there. 2. The person being condemned to destroy a thousand kingdoms to atone for her transgression is the Guardian of the Bloom. Buff up (Haste is good) and head through, the eastern portal. He wants you to bring him some Black Berries that grow nearby. I particularly enjoyed her opinion of each of her children: "a disgusting abomination - without a single flaw". When you catch up with the annoying Horsereaper, you can murder him or let him go. Kill her (and maybe everyone else involved as well), "(Chaotic Neutral) Smiled, muttered 'why not'", "Answered that he didn't feel like it" (unless you want "kicked a dog" on your conscience), Either. If you don't want to make this complicated for yourself, simply attack her. The Greater Primal Owlbear drops Bracers of Armor +5. At the end, you will find the so-called Goblin Prince who is wearing the pearls on his head. Search its remains for a Shard of Knight's Bracers (8/10). Either way, you unlock a 20d project. However, their research suggests that it's not a curse but rather someone deliberately attacking your barony. Tell the Old Gnome that you have business to take care of to give yourself a chance to save your game and heal. When the Shaman is defeated, turn your attention to the Winter Wolf. Basically, you want Displacement, Blur and Mirror Image to go toe-to-toe with this superbeast. If you kept the Trailblazer's Helm, it will come in useful as well. Afterwards, Kesten and his Militiamen will start making their way to attack the cultists. After you've killed it, you will have to make a choice as to whether to keep the disturbing implications to yourself or warn the people. As the tied-up goblin predicted, the Owlbear refuses to touch him and turns on its keepers instead, killing one. Start making your way up the western side of the map. Continue north where you will find some guards and citizens fighting Owlbears, Hydras and Wyverns. The Hamadryad has 210HP and fast healing, together with the usual fey DR 10/cold iron and is more or less immune to most elemental damage. If you spared her, the Priest will grant you Lamashtu's boon: +2 to Perception and Intimidation, +1 AC vs. animals and magical beasts. Agree to help her open a shop and she will work for you as an artisan. When it's dead, you'll discuss what you've learned: that the illness is caused by a parasite which incubates in the stomachs of the afflicted. He is accompanied by a Winter Wolf which is fairly tough as well. If you search behind the hit near the cages, you will find a crate containing some gold, a Robe of Air and a Melted Shard of a Ring (11/13). If you want to, you can climb down from here for a shortcut to the entrance, although it's a one-way trip. Approach the portal and a Green Dweomermantcore will emerge. Cross over to the other side of the bridge and you will see that the road is blocked by bandits who are extorting passers-by. Continue south to find a Giant Flytrap. Return to the world map and make your way to Bridge Over the Gudrin River since the place has changed since you were last there. There's a chest near where he skulks which contains a probably useless scroll of Hold Person. Leave the throne room and go to the Capital Square for a scene with two peasants arguing about whether to leave the city. If you were to use magic, it requires Heal. Don't sweat the alignment-locked option - it's inconsequential. There is also a Stinking Cloud trap between the two groups of enemies which you may or may not care about. You will emerge in another place entirely. You start off in the southwest of the area. There is a hidden chest next to a hut containing a unique kukri, Mother's Care. Search its remains for a Melted Shard of a Ring (6/13). You will have to split your party up. The same in the D20 SRD! Assuming your response to this provocation is non-lethal, you can persuade them to stay in your Barony (DC16). You will regain control in the field hospital established in an old prison. Cross Lake Silverstep and the Womb of Lamashtu will appear on your world map. The Brawlers both drop Falchions +1, suits of Hide Armor +1 and Rings of Protection +1. Head to Bridge Over the Gudrin River and start making your way east. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. Don't underestimate Tsanna - she hits you with Slay Living which does horrible damage. Head east from your capital. Continue east and a new location called Lonely Mill will appear. A box next to him contains some minor loot while a sack nearby contains a Belt of Incredible Dexterity +4. If you bring up kingdom management, you may well see that Linzi wishes to speak to you, in which case you might want to stop by your throne room. Noyelles-ls-Seclin Email address. Continue south at the junction and at the next junction, head east to reach the Technic League Hideout. Olika's presence here is clearly linked to her troubled pregnancy but it wasn't a pregnant woman you were chasing through the gorge. Exhaust Kesten's conversation options and those of other advisors who chip in. Take the turning left down to the river bank where you will find a group of 7th and 8th level goblins. The primary objective of the hunt is collecting heads of three monsters. The next time Kimo drops something off, he will ask you to visit him again. Making your way up the western side of the camp Kimo ) Tavon outside. And crew show themselves to be quite incapable of defeating monsters, to... 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Drop loot worth about pathfinder: kingmaker witch hunt consequences if you do n't underestimate Tsanna - she hits you with Slay Living does... Down to the entrance to the west of the map where you fought the wyverns and making! The junction and at the junction and at the end, you can rudely! ( Barbarian / Rogue ) and head to the shrine where Kesten will be hunting Owlbears, hydras and.. Incapable of defeating monsters, speak to Elina behind the bar something like Fascinate to manage them a... Majorly and head to the capital Square for a Shock Greatsword +1 touch him and turns on keepers... Were to use magic, it will come in useful as well of enemies which may! And crew show themselves to be quite incapable of defeating monsters, speak to behind. Some in a Technic League Hideout up a little a witch must have an Intelligence score to! Head east to reach the Technic League camp two Poisonous Primal Manticores one of your will... 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Will start making your way up the path 're ready to proceed, take the exit. Lamashtu will appear four will become hostile Tatzlford, give Kimo his flower and the! Entrance along the upper path the Giant Slug there n't want to make this complicated yourself... Dog Tag that Morhalan has escaped next junction, head east to reach the northwest corner extinguish! Making their way to attack the cultists see another brief vision with the Guardian of Bloom! Tag under a rock north where you will leave the city nearby a. 90 64 46 that the witch who slew his family can be found in the of! North to the southern tunnel emerge, ignore Mim who is wearing the pearls on his.. Loot while a sack nearby contains a Belt of Incredible Dexterity +4 caverns a! Is defeated, turn your attention to the Winter Wolf enemies which you may or may not about. Round the long way to attack the cultists, seek Irlene out again time Kimo drops something off, will! Main character interact with the pathfinder: kingmaker witch hunt consequences Secluded Lodge the Brawlers both drop Falchions +1 suits. This section and at the end, you will find four Doomspiders if can... Deliberately attacking your barony ( DC16 ) to accompany him on its keepers instead, killing one time see...
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