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Riverbed Nightmare Pathfinder

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  1. Riverbed Nightmare Pathfinder 2e
  2. Davik Nettle
  3. Pathfinder Kingmaker Davik Nettle

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Riverbed Nightmare
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Details
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Parent Quest
Stolen Land
Stolen Lands
Type
Main quest
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Riverbed Nightmare is a quest in Pathfinder: Kingmaker.

  1. Even the mindless dead fear your coming. Prerequisite: Cha 14. Benefit: Mindless undead with total Hit Dice equal to or less than your Hit Dice + your Charisma modifier are vulnerable to your class abilities, skills, and spells that cause the frightened, panicked, and shaken conditions. This includes the Intimidate skill, which you can use to demoralize affected mindless undead.
  2. The River Kingdoms of northeastern Avistan have long been a haven for inland pirates, anarchists, exiles, and anyone who can't seem to make it in more civilized nations. The Kingdoms are by no means a unified nation, but rather a constantly shifting group of city-states and fiefdoms, each at war with the others both to gain more power and to prevent their own demise. 1 Government 2 History 3.
  • 1Synopsis

Synopsis[edit | edit source]

'What are these horrible dreams that plague our leader each night? What terrible malefaction occurred on the shores of the Shrike River? And has my book suddenly turned from a heroic epic into a horror story?

Find the cause of the nightmares and the way to stop them[edit | edit source]

  • Our leader can't get any rest at night lately — and it's not due to bedbugs in his/her bedroll! As soon as (s)he closes his/her eyes, a nightmare begins tormenting him/her — a bloated, drowned corpse repeating the same words over and over: 'Shrike River.' We should go there and discover the source of these terrible dreams!

Kill the Stag Lord, then speak with Nettle[edit | edit source]

  • So, the one sending us those nightmares was Davik Nettle — formerly a ferryman, now a creepy corpse eager to get revenge upon the Stag Lord. But that's why we came in the first place — to end the bandit's atrocities! So there was no need to spook us with bad dreams! Well, at least now we won't just be pacifying the region — we're also helping a poor soul find rest.

Outcome[edit | edit source]

'When the Stag Lord's blood spilled on the ground he'd defiled, we weren't the only ones to sigh with relief. We vindicated many innocent lives that accursed bandit had extinguished before we arrived. Alas, we know only one of his victims' names. Rest in peace, Davik Nettle!

Riverbed Nightmare Pathfinder 2e

Walkthrough[edit | edit source]

  • After receiving this quest, the player should travel to Nettle's Crossing when convenient to prevent further sleep disturbances. Nettle's Crossing is located southeast of Oleg's Trading Post.
  • Head directly south of where the party enters and pass a [ Perception 6] check to discover some rubble with an Ancient Rostlandic Coin.
  • Entering the remains of the destroyed house, pass a [Perception 20] check to located a loose brick hiding some loot on the western side of the house.
  • The eastern side of the house has a [Perception 25] check to locate another loose brick hiding a Ring of Protection +1 and some gold. This is a difficult check, and given how useful a Ring of Protection is at early levels is may be worth saving before entering the ruins and reloading until this loot is detected.
  • Travel southeast down towards the river and Davik Nettle will rise from his watery grave and advance towards the party. This poor man is the one who build the bridge on the crossing, and he was slain by the Stag Lord's men. Davik sent nightmares to the player in order to draw them to the crossing so he could make his request: exterminate the Stag Lord and his men. and in return Davik will give the player his spear. The player will receive experience just for speaking with Davik.
  • Good players may be tempted to kill Davik, but doing so will not resolve the quest, and he will simply return in time. Since the player will end up killing the Stag Lord as a part of Stolen Land no matter what, it's best to refrain from attacking.
  • Upon returning to Davik, he will seem relieved, and will then collapse to the ground, dead for good this time. The player may loot his corpse for a Spear +1 as their reward.
Retrieved from 'https://pathfinderkingmaker.gamepedia.com/Riverbed_Nightmare?oldid=14748'

Overgrown Pool Walkthrough

From the 'A Ford Across the Skunk River' area just head west along the river to follow it as it winds. The next node should be the 'Overgrown Pool' area, and with any luck you may have discovered the 'Bandit Camp' and 'Ruined Watchtower' areas southeast of the Skunk River, too. All in good time. For now, enter the 'Overgrown Pool' area.

You'll find yourself along the northern end of the map, from which head south a short distance to find Lumberjacks led by a man named Corax facing off against a Nixie named Melianse. The Nixie, while outnumbered, does have a trump card in the form of two bewitched Lumberjacks, whose lives she threatens in response to Corax's aggression. Getting drawn into this stalemate starts the quest 'Riverbed Nightmare'.

If you pick the [Neutral] option you'll just watch as both sides butcher each other, and Jaethal will show she's a poor gambler, as the Nixie does not, in fact, have a better chance of winning. After Corax and his Lumberjacks defeat their fellows, the Giant Frogs Melianse summons, and the Nixie herself, you can talk to him again and decide to finish what the Nixie started [Chaotic Evil] by attacking the grieving Lumberjacks. Melianse herself has little of interest to loot and Corax has a Greataxe +1.

Alternatively you can pick the dialogue option [Solve the problem with force] 'You know what? To hells with it…' after which you'll get the option to attack Melianse, the lumberjacks, or both sides. The first two actions are [Neutral Evil] while the last is [Chaotic Evil]. Resorting to violence hastily in this case is an evil act no matter how you slice it, and considering the rewards, there's not much incentive to do so, you know, save for the joy of killing, experience, and Corax's Greataxe +1.

If carnage and violence doesn't appeal to you, take a more diplomatic approach by picking the dialogue option 'What's going on here?', to find out that the conflict has arisen predictably enough. A fey creature's home is being ravaged by some hard-working men with axes, and both sides clearly view each other as an over-bred menace.

Don't bother trying to appeal to the Nixie, she won't even consider disarming by surrendering her captives. Instead pick the dialogue option [Try to reason with the loggers] 'Listen to me, guys…' to get a variety of checks where you can attempt to resolve the situation peacefully. These include a [Knowledge (World) 22] check, a [Diplomacy 22] check or an [Intimidate 22] check, the last of which is a [Lawful Neutral] action and a fair assertion of your property rights. Fortunately if you fail at one of these checks, you can attempt another, so unless you're dead-set on a particular outcome you should be capable enough of passing at least one of these checks.

After the lumberjacks have been convinced, you'll have to negotiate with Melianse, who complicates matters by making more demands. It seems the lumberjacks leaving isn't all the Nixie wants, she wants the restoration of the trees they felled. Pick the dialogue option 'How are we supposed to restore a tree that's already been cut down?' and she'll tell you to gather some feather tokens, which are made by 'you people's mages' or by her cousin – a Dryad named Tiressia, who won't be encountered for quite some time. To wrap this quest up without making it more of an ordeal you'll need to pass an [Intimidate 25] check to suggest that Melianse may be pushing her luck too far, or by succeeding at a [Diplomacy 25] check to convince the lumberjacks to do as she says.

If you convince Melianse to drop the last demand, talk to Corax afterwards for a reward, while if you convinced the lumberjacks to get the feather tokens talk to Melianse and pick the [Chaotic Good] option. Either way, the reward is the same.

Davik Nettle

Riverbed
  • Reward: For resolving the lumberjack-nixie dispute peacefully
    60 XP / 600 GP

If you end the conversation without resolving the dispute first (most likely by picking the dialogue option [Leave] 'Wait here. I'll bring the feathers.'), you'll lose your chance to make the last two checks ([Intimidate 25] and [Diplomacy 25]). If you talk to Corax again you'll get the opportunity to attack Melianse [Neutral Evil] or the lumberjacks [Chaotic Evil]. The same options pop up if you talk to Melianse, save they're both [Neutral Evil] decisions. You'll also have another option, provided you have a character capable of casting Dispel Magic (both Tristian and Harrim should qualify by now). Simply talk to either Corax or Melianse and pick the dialogue option [Use Dispel Magic to free the hostages] 'I've lifted the enchantment! You're free!' and you will indeed free the Bewitched Lumberjacks. This provokes a fight, and there's no reward forthcoming from Corax for doing this, so it's hard to recommend it.

Whew. That was an ordeal. In hindsight, maybe the whole carnage and mayhem approach isn't such a bad idea after all… Anyway, to finish up this area search some foliage to the south of the lumberjacks to find a Token of the Dryad. More treasure awaits to the southwest, but you'll need to kill a Dire Wolf and a Ferocious Wolf, first. Once done, pass a [Perception 16] check to find some hidden treasure – a Potion of Barkskin, some baubles and 286 GP – in a tree trunk. With that, it's time to move on.

Pathfinder Kingmaker Davik Nettle

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