Don’t tarry, however, as the statues flanking the door will expel negative energy blasts, dealing damage to living creatures (you, mostly) trying to pass through. It’s defense is bad enough, but what about its offense? Failing any of that, you can always just say “Vordakai summoned me. Far deeper in old catacombs of ancient cyclops. Pathfinder: Kingmaker. If you fail, or pick the [Strength] option, another check must be made: pass an [Intimidate] or [Stealth] check to avoid taking significant damage. These beasts, of course, are all too keen to spit poisonous gasses on you, and given the confines and their numbers, there’s no real way to avoid their breath. Now that you’ve given the Astradaemon a try, flip the switch you ignored earlier to open the door to the northeast. Find the Secret … When you interact with the switch, you’ll be treated to an Illustrated Book Episode: Picking the [Strength] option is only marginally better than failing one of the other checks. 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, Southeast (the southern of the two options). Magic of the Abandoned Keep. Aside from spells like Energy Drain, Finger of Death and Vampiric Touch, its melee attacks are also quite impressive. At the bottom of the stairs you’ll find a room full of captive barbarians, who will tell you their tales of woe and horror if you indulge them. Disarm two traps as you go, and when you reach another bend, be wary of a trio of zombie cyclopes that will likely be marching towards you. If you were thinking of offensive spells like Dismissal, be aware that the fiend’s Spell Resistance is high enough to make such a tactic unlikely to succeed. This has led to the Pathfinder system being referred to as “ Dungeons and Dragons 3.75” by fans. Vordakai’s Tomb ¶ Alas, the area transition doesn’t lead directly to your destination - a bit of a walk over the map is required. Defeat them, then continue southwest until you reach some natural stone chambers, at which point turn south to reach a chamber occupied by three Poisonous Hydras. Before you activate the switch, sequester your party in the eastern corner of the room so your squishy characters are behind your warriors. When the traps are dealt with, loot a container, then continue northwest to find two passages, one to the northwest (which leads to a door) and one to the southwest. Approaching the northeastern door will prompt it to open, and the southwestern door to close. Still plenty left ahead of you, however. It attacks fairly fast and has a high enough Attack Bonus to hit your tanks. Once they’re dead – again – continue northeast and search the room for traps, as there are several scattered about. If not, you’ll be stuck in the large chamber with hatches on the ceiling, along with new friends: five zombie cyclopes. Those hatches probably don’t serve any good purpose. If Tristian is with you, he’ll express discomfort, giving you the chance to make a moral choice in response. Given this unequal playing field, you have only one sensible option; flee through the door to the northeast… likely as intended. You will not gain experience for killing the Astradaemon if you get the experience from this dialogue option, however, so keep that in mind. There should, however, be enough room for you to form up and turn to face the cyclopes. Resolution: fixed. In the end, you will fight Vordakai and his raven. Instead, continue northwest to find another switch near a door to the west. You will, of course, be pestered by the raven once again, who will fish for another name. If you say “Hold on, I have to take care of something else first.” you won’t provoke the Astradaemon, but picking the [Lawful Good] or [Chaotic Neutral] options will. After his defeat, if you are evil, you can offer him an advisor post in your barony (Magister or Curator). Dire Narlmarches. In fact, it leads to the same dialogue outcome, you just get some experience. You’ll just have to hope your warriors have a Fortitude Save high enough to weather the Strength-sapping poison they spit… and perhaps have a few Restoration spells ready, just in case. Pathfinder: Kingmaker – Sepulchre of Forgotten Heroes Walkthrough, Pathfinder: Kingmaker – Vordakai’s Tomb, Level 2 Walkthrough, Pathfinder: Kingmaker – Ironstone Gully Walkthrough, Pathfinder: Kingmaker – Along the Cold Trail Walkthrough, Pathfinder: Kingmaker – Armag’s Tomb Part #2 Walkthrough, Southeast (the southern of the two options). Aside from spells like Energy Drain, Finger of Death and Vampiric Touch, its melee attacks are also quite impressive. As much of a bother as it is, form a defensive wall near the entrance of the chamber, cut down the warriors, then deal with the clerics. This is why the raven was seeking out names - it was finding targets for these Soul Eaters. If you’ve killed the Astradaemon, you can pick a [Chaotic Good] option to tell them they’re free to flee. Shoot at the massive cyclops, make sure you’re Hasted, then engage. At the bottom of the stairs you’ll find a room full of captive barbarians, who will tell you their tales of woe and horror if you indulge them. Don’t be surprised if you need to rest to ward off fatigue before you reach your destination. When you interact with the switch, you’ll be treated to an Illustrated Book Episode: [Trickery 30] …open the door. Pass through the door on the eastern end of the hatched chamber, go up some stairs, then turn northeast to reach a chamber where another several cyclopes lurk. You can rest in Vordakai's tomb after swapping out some spells for restoration. But putting enemies that can inflict permanent ability score damage, AND 15 hour level drains into the mix, with no spot in the dungeon to camp and recover spells, and no short cut leading back to the surface for a quick refresh? If you succeeded, you’ll now find yourself near the mural along the northwestern end of the room. 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