he's interested in antique artifacts.He's all too eager to buy up any Ancient Rostland Coins (200 GP each), Tokens of the Dryad (300 GP each), Ancient Cyclops Coins (400 GP each) and Taldan . Use bombs, cantrips, AoE spells (e.g. Otherwise, you'll take a mauling if it lands some hits. Go south and kill a Technic League Fighter, Archer, Rogue and Bard. Ask for her room key. If you do ask Elina for a bottle of wine, say that it's for Ntavi and you will receive Cheap Wine. In case you're wondering, you still can't go further east. When they're dead, you will find the last Melted Shard of a Ring (13/13) on one of the Primal Spider Matriarchs. 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. There is also a seemingly endless stream of wolves which are the work of a Bandit Conjurer who should be terminated with extreme prejudice. Go there and you will see the aftermath of a noisy fey gathering. Combat will begin after you've eavesdropped three times or when you decide to attack them. Interact with it to open a gate that leads to an area exit, slightly more convenient than making your way back down the mountain. If you continue north, you will trigger an assault from a large group of Primal Giant Spiders and Doomspiders. Quick save before examining the chest. She is very interesting to speak to. Search under a rock for the final Shard of Knight's Bracers (10/10). If you refuse to fight her, you will lock yourself out of a masterwork weapon and, in the long term, a trophy. Head back through the Hidden Creephole and start making your way south and west. Go back to kingdom management. 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). Weapons with elemental damage are also effective. If your alignment is chaotic, you can respond rudely Jamandi's haughtiness. You only need one for Irlene's quest and the other three sell for 125G each. Search its remains for a Shard of Knight's Bracers (8/10). Return to the refugee and return her pearls. If you go south from here, you will be able to go behind the first hydra pen. The remainder flee leaving you to take care of the Owlbear. Travel around the Narlmarches for a little while and you will have a scripted encounter with some poachers. Keep an eye on the date, though - on 6th Calistril you want to start making your way to the Shrine of Lamashtu regardless. Before heading back to your throne room, give the Professor's Hat to your main character since he may need to make some skill checks on his own. Go through the gate to the north. When the enemies are dead, you can grab some loot from the area. A short distance ahead is a Quickhydra. About 130 days before the curse activates, Amiri will come to your throne room and ask to speak to you in the tavern. Are they part of the greater First World plotline? Choose to throw the bird's bones in and you will have a second option. Tiressia will be in the middle of trying to convince Falchos to leave the area until someone can destroy the . Start making your way up the western side of the map. Token of the Dryad, the default sell price is 75g if I sell it to Boken, a simple merchant. Take the turning left down to the river bank where you will find a group of 7th and 8th level goblins. You'll want to take certain gear off companions to boost skills - the Professor's Hat for sure and Boots of Elvenkind if you have reasonable Mobility. Dryads with druid levels add this racial modifier to their wild empathy checks. There are a bunch of goblins at the back of the area who mutter vague threats. You may want to steal the Professor's Hat from whomever is wearing it, since you'll need to pass a few skill checks in the subsequent conversations. Continue further south for another horde battle: Commando Commander, Sneak x 2, Roc Eye x 4, Dogcutter x 3, Soldier x2, Alchemist Master, Alchemist Expert. When you get to the bears' location, search a rock for a Token of the Dryad. If you continue down the stairs, you will find a body on the ground with some minor loot. When you emerge on the other side, you will be treated to a brief vision, Head north and you will be treated to a lengthy scene. There's a locked (DC25) container nearby that you can loot for some gold. If you ask about the flower, he will eventually let slip that he is in love with "a lady in the forest". If you spared Kalannah way back, she will be here. Collect water from the pond and you will obtain the quest item Vial with Poisoned Water. Agree to help to initiate her artisan quest. You will emerge by the Everblooming Flower. Review the clues you've gathered in your Journal. Accept to unlock the Followers trophy. You should have 200 or more days remaining. The Arch-Chemist drops a Ring of Protection +1 while the Commando Commander drops a Melted Shard of a Ring (12/13). Tiressia is a character in Pathfinder: Kingmaker.. The team that remains behind will fight the tougher enemies so choose accordingly. Select the "What do you mean?" Sneak damage is great, particularly with Crippling Strike. After you've cleared it, you can loot two chests. There's a crate filled with minor loot near the entrance to the southern tunnel. A cache in the southwest of the area contains a Token of the Dryad. Select the "Troubling events" option and exhaust his conversation options and he will give you the Magical Lantern which will allow you to navigate the magical fog. Before speaking to her, you may want to have Linzi Inspire Competence. If you make the leap of logic that a "cleft" is a "gulch", you might figure out that the location is Dragonleaf Gulch. The Hunting Grounds are immediately north of the lodge. They tell you that they were made to drink water and then simply released. Your choice has consequences. Join. When they're dead, clear the two traps from in front of the totem and speak to the prisoners to free them. Afterwards, Kesten and his Militiamen will start making their way to attack the cultists. Speak to Kesten and you will learn that the goblins are deliberately infecting human prisoners. There are three of them and they're not that tough. Otherwise, you can obtain one by killing the Lonely Shambling Mound at Old Sycamore when you have a moment. You can investigate the various conversation options - none useful - but in the end you should agree to accompany him. Tell Nilak that you dealt with the spirit and she will not be impressed. Afterwards, you get to question the Shaman. Wizards and Alchemists can learn new spells from scrolls by right-clicking on them and selecting the "Copy to Spellbook" option. Just north of the Owlbears are another three Great Worgs, one of whom starts out stealthed. They sort-of work. Location: south of the Swamp Witch's Hut. Stand your frontline in the doorway and let them come to you. It has been . Basically, they want to do something with the old prison - I suggest Guards Headquarters because Stability is a harder stat to increase than the others. The other enemies simply need to be killed. You can give this to Ntavi for some XP and she and Ekun will vanish. The tokens are designed by artist Terry Lane. Nearby is a tree where you can obtain a Mysterious Bird. The Dweomerowlbear has Mirror Image which makes it a royal pain to deal with. Return to the Hunting Lodge and report back to Jamel Visser who will declare you the winner. Refusal does your conscience good, I'm sure, but you'll lose Irlene as an artisan. He will tell you of a beautiful flower that grows in the swamps. Continue to the tower and the Ancient Roc will fly down to defend her nest. You can investigate further, but the most profitable option is simply to announce that you are the baron and he an impostor (Intimidation DC22). Buff up before you speak to him. Search the barrel outside the hut for the unique falchion, Beastrender. Tell Sharel about Morhalan's arrest to complete the quest. If the lock is too tough for you, there's a key elsewhere in the area. Your envoy will tell you that the scene you witnessed in the Hunting Lodge is becoming widespread. Head west further into the camp. Kill the goblins (two Sneaks and two Roc-Eyes). Going clockwise, you will find a Taldan Warrior's Dog Tag under a rock, some gold and gems in a locked (DC27) crate, more gold and gems in a chest, a well hidden (DC30) and a locked (DC31) chest containing a decent amount of gold and a Headband of Inspired Wisdom +4. Note that they are quite tough and not worth fighting. When you're ready to proceed, take the southeast exit. Continue southeast down the path. Ask him about himself and you can make a Bluff check. When you kill these, two Yellow Dweomerwyverns will appear in the area. Back on the world map, bring up kingdom management and build Mim's Jewelry Shop. I won't give suggestions for managing your kingdom in the walkthrough text, but priorities for Act 3 are: You can build to help raise a stat to 60. Search a crate near a rock outcrop for a pair of Bracers of Armor +4. Clear all the traps and swarms (there are around nine of each) as you make your way west. Visit him in Tatzlford and he'll tell you about his disastrous date. He is accompanied by a Winter Wolf which is fairly tough as well. There are a total of four slaves to free, two in the pen on the right of the area and two in the pens on the left. Next to the river is a Token of the Dryad. A box next to him contains some minor loot while a sack nearby contains a Belt of Incredible Dexterity +4. You can reassure her or extort money from her. If your alignment is Chaotic, this is easy - just bring everyone together and the cultist will eventually be unmasked. If you kept the Trailblazer's Helm, it will come in useful as well. There are also a number of trash enemies - two Sentries and three Sly Eyes which are irrelevant. There's a Taldan Warrior's Dog Tag under a rock and next to it a chest with scrolls of Acid Fog and Disintegrate. You may want wait things out with a 14-day project - rank up an advisor or claim a territory. Advance and you will find yourself in battle with a Greater Enraged Owlbear. After that, unlock a container (DC25) which contains the unique Kneesplitter heavy pick. Backtrack and go through the gate you ignored earlier for a scene where a captured goblin is to be fed to an Owlbear. Focus will switch to your other party members. If you don't mind a whiff of cheese, don't speak to Kesten, respec at the inn so that you have lawful alignment and come back here. Return to your capital. When you deliver the absinthe to Mim and return to your throne room, you will be on a 14 day timer to complete the quest. Head to Silvershire and give her the emerald. Continue south and force march your party all the way to Talon Peak. The traps are simple (DC6) but numerous and there's a Goblin Horsereaper taunting you to chase him through them. Search the locked chest (DC27) in the north of the cavern to find the unique Decapitator falcata. If you spared her, the Priest will grant you Lamashtu's boon: +2 to Perception and Intimidation, +1 AC vs. animals and magical beasts. 20 days-or-so before the deadline, Octavia and Regongar will seek you out in your throne room and tell you that an agent from the Technic League is in the tavern. At certain points in the countdown to Ancient Curse, Part 3, various events will occur. Let the spiders come to you and disable the trap. Return to Mim with the liquor to fulfil her second wish. This leads to a chamber with a Primal Spider Matriarch, four Giant Primal Spiders, a Doomspider and three Spider Swarms. If you don't want to make this complicated for yourself, simply attack her. This sort of gotcha inconsistency simply encourages metagaming.

Indra Nooyi Daughter Wedding, Articles P