Okay, so the odds of you passing this might not be great, depending on how youve built your party, but if you have any character with a +15 Athletics, take off their armor, cast Bulls Strength on them and give it a try. Pathfinder:Kingmaker Playthrough #65 - Armag's Tomb Part 1 - YouTube 0:00 / 48:48 Pathfinder:Kingmaker Playthrough #65 - Armag's Tomb Part 1 6,458 views Nov 18, 2018 .more .more. You should take the suggestion and get some rest yourself, although theres no reason you cant head back out to the world map to preserve your rations. Say what you will, and provided you don't attack them outright, you'll be able to question them further. Take the final exit out. There's also a Bluff check to pretend you're a servant of Gorum and reduce the Intimidation DC further -- don't know what it becomes if you actually *are* a cleric of Gorum. By clicking View Page, you affirm that you are at least eighteen years old. Pathfinder: Kingmaker Walkthrough and Guide, A little ways southwest of the entrance you'll find. Now it's time to explore the rest part of this tomb. When youre done gathering loot, return to the fork and head down the unexplored route to the southeast to find a chamber occupied by several Greater Skeletal Champions. Pick the character with the highest Reflex Save specially if they have Evasion (the traps have a DC of 20) and protect them with the aforementioned spells and send them up the tunnel to the southwest, hopefully enduring the traps until they reach a fork. In the northwestern room with the Redcaps you may loot Rune-covered Ancient Leather Scrap. If you offer to take them in, they'll gratefully accept your offer and settle upon the tomb. Your email address will not be published. Armag's Tomb: Piece of Skymetal: Star Commander's Gloves (17 pieces) room with ferocious devourer, bone pile: . 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. If you want extra insurance against the damage, you can use spells like Protection from Energy and/or Resist Energy. The choke point will make this harder than usual, so rely on Will targeting spells and Dazzing Display to neuter them while your frontline hacks away. When youre done, notice two hallways you can explore to reach the depths of the tomb: one to the southwest and one to the southeast. You can make this fight somewhat easier by casting Web in the middle of the room (amazing how this spell is still so useful, eh?) Once thats done, move your party into the hallway connecting the sarcophagi room and the golem chamber, and send your fastest character into the room to the southeast of the sarcophagi chamber. Loot the area to acquire Ring of Evasion and Ancient Hunt, then head slightly east to report to Jamandi, who will unofficially name you king of your lands. Disarm it and loot a chest to findKorgaths Shackled Fury, which gives its wearer +6 Strength, +5 to Intimidate checks and a -3 penalty to Diplomacy checks. With that decided, lets go northeast first. A fourth Greater Skeletal Champion lurks further back, and if you venture too far into the room this archer skeleton may be joined by another pair of Greater Skeletal Champions and a Spectre, in effect making two groups of these undead. I decided to kill them and I was not able to select a new chieftain for the Tiger Lords, I got a completely different cutscene after defeating Armag and exiting the tomb. Unfortunately, theres another multi-Fireball trap at the end of this tunnel, which youll just have to weather. Don't warn me again for Pathfinder: Kingmaker View Page Cancel Kill the undead, loot a chest, then head down a hallway to the southeast. Meet up with Gwarth and crew to conclude this portion of the quest, at which time Nilak will ask Amiri to visit Six Bears Camp. Disarm the trap near the entrance, then loot a pile of skulls to the northeast to find a Piece of Skymetal, a chest near the bone pile containing a suit of Ghost Armor, a chest near a sarcophagus in the eastern corner containing a variety of mundane treasure. Or maybe, something else can help us in our search Or someone? It should be mentioned that if you fail the perception check for the hidden passage you will be stuck. It should be in one of the rooms that are southeast in the lower level of Armags tomb - in the last few rooms before you go upstairs again to meet Zortak and face Armag, right? If you pass, thats the only check youll need to make for this Illustrated Book Episode and youll get a huge chunk of experience. If you want the most experience (ignoring any possible infinite experience exploits should you abandon the puzzle and, say, keep farming the [Perception] check), pick the [Trickery 25] check, the [Perception 35] check (without its follow-up option that finishes the puzzle), an [Athletics 25] check, the [Intelligence 18] check, two of the [Athletics 25] checks, and finally the [Athletics 35] check. Beyond this secret door youll find a small chamber occupied by a Greater Fire Elemental, a Spectre and a Greater Skeletal Champion. I've forgot about existence of Skill Focus feat completely %) Fixed! have you any hints for this? The Intimidation DC can be decreased by passing as many Diplomacy checks as you can beforehand, depending on your choices in previous chapters. With this protection, you should make it through each section more or less alive, albeit possibly needing some spot-healing (potions will help greatly here). When youre done with (or if you cant find) the secret chamber, head down the hallway to the northeast to reach a chamber occupied by two Spectres (still got that Death Ward active?) Among the loot you'll find Amulet of Agile Fists +2. In the room north of the Sister, loot Black Linnorm Stew recipe from the chest and kill the Redcaps. Whether you defeat the Devourer or not, continue down the hallway to the southeast and at the corner turn northeast to find a fork, where a trapped can be found. However you reach this room - either by going northeast from the secret room with the Bloody Bones Beast or northwest from the not-so-secret room with the Blood Bones Beast - when you enter youll be greeted with another Illustrated Book Event. This is a somewhat odd Illustrated Book Event in that theres no ideal route by which to resolve it. Its timed, but on a delay. This secret door leads to a large, statue-lined chamber with a single guardian to the southeast an Iron Golem. If you fail to convince them, then youll just have to fight them alone, which shouldnt to too challenging of a task. Assuming you want to explore this part of the dungeon more thoroughly (or if you couldnt spot the secret door to the golem chamber) head northeast from the second chamber full of skeletons and spectres. There are two ways through the hellish section of the dungeon, but one requirement is clear: youll need to cast two different instances of Resist Energy and Protection from Energy, one to resist fire damage, and one for electrical damage. Once you emerge victorious, its time to loot the camp around you. Just experience, party takes some damage on failure. Preferably with. the puzzle will reset. Interact with the iron golem in the north central room and say the word's from the diary (KAASOR GHET) to have him protect you. SPOILER Armag's Tomb Doors Bugged? Enter Armag's Tomb. Your old friend Web may just come in handy again here, as your foes have pathetically low Reflex Saves. Go to tomb area on map (south west of flintlock grassland, west of country road, east of shrewish gultch) 2. You will also need to pass multiple[Diplomacy] checks to impress him. Will they remain in Numeria now they are leaderless, or will they gather again to wage a campaign against one of our allies or even us? Head to main square where you'll find Linxia beating on your subjects. At the Trial by Pain, disarm all of the plates if possible for a huge XP boost (approximately 12,000 XP). In this chamber youll find three Greater Skeletal Champions and a Spectre, which arent so rough of a fight, but theres complications to this particular battle. Hence why you left your party in the passage you were told to. Apply. At this junction youll find another secret door [Perception 35] to the northeast. Choose your allies well, and keep. Either way, consider looting the bodies of some less fortunate barbarians at the southwestern end of the Lightning Bolt/Burning Hands hallway. The first plate (top three options) will deal cold damage, the second panel (options 4-6) will deal electrical damage, while the third panel (option 7-9) will deal fire damage. After defeating them and keep going, you will find a large chamber and an book event. From the sarcophagi room, head down a hallway to the southwest until the hallway bends to the southeast. Myself, for example! (+10 bonus to Speed and a +4 bonus to Natural Armor). There's also a small hidden chamberat the southwest of Armag's chamber, defeat theBlood Bones Beasts and a specter there and loot a Heavy Shield +4. Once you have attempted the checks you wanted to do you can do the final [Intimidate] check. Yeah, or Nok-Nok .. awesome char Perception checks varies - the higher ones - in between 35 and I think 42. You will also trigger a book event ( Trial by Pain ). This way you can at least protect your ranged characters, and better yet, you can avoid getting flanked by the two Spectres who will show up eventually. After clearing out the second level you will find stairs to second part of first level. The one to the southwest is locked so pick the other one. In this chamber youll find another Cleric of Gorum, this time guarded by four Greater Skeletal Champions. As with the previous room, hell cast similar spells, meaning hes the target of interest in this chamber, while the Greater Skeletal Champions are just distractions. Obviously it's best to use all three [Trickery] checks to maximize experience. Once youre through, continue down the hallway beyond to the northwest, but stay clear of the fork ahead of you. Just keep your ranged characters back so they dont draw any attention to themselves. Be sure to heal up if necessary, and when youre ready to move on and endure more punishment, activate the brazier. However you win, loot a chest in the western corner of the room, then search a grate to the northeast to score a Leather Scrap Covered in Ancient Runes. The Greater Skeletal Champions have an Attack Bonus more or less in-line with the barbarians youve been fighting, but sport a much higher Armor Class although nowhere near as hard to hit as the Devourer was. Once youre through, continue down the hallway beyond to the northwest, but stay clear of the fork ahead of you. Now turn your attention to the two hallways leading out of the sarcophagi room. For clearing out this room youll find a single chest in the southern corner, which contains little of especial interest. Return to the sarcophagi chamber and from there head up the previously unexplored hallway to the northeast. You can lure the Greater Skeleton Warriors to the northwest and engage them there while your mage(s) cast a Web spell behind them, hopefully to hold up the clerics and their pets, which you can then dispatch at a more agreeable rate. Upon arrival, formulate a plan with Amiri and Gwart, then tell them you're ready. New comments cannot be posted and votes cannot be cast. If you wouldn't mind doing it I'd greatly appreciate it (it's easy enough). The odds of such a spell affecting this creature given its Armor Class, Saving Throws and Spell Resistance are marginal, at best, but the damage might be worth the Hail Mary attempt. Zorek, an advisor of ancient Armag will confront you and ask you to prove you worthy. As with the previous trial, you have to complete the entire thing in one go. If your Perception is up to the task, you can spot [Perception 35] a secret door along the northwestern wall.