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The Impatient Pirates of Pitax
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Details
Start
Talk to Captain Martyn in Pitax (City)
Location
Pitax (City)
Middle of Nowhere
Type
Errands
Reward
[Show Code]
Errand_TheImpatientPiratesofPitax (d19b9e0b214396546be15aad20bccfc9)

The Impatient Pirates of Pitax is a quest in Pathfinder: Kingmaker.

Journal[ | ]

Bring Blakemoor's grimoire to Captain Martyn.
The Impatient Pirates of Pitax +4800xp GrimoireDelivering (73ca32ddfc5df254389f59bb57844aec)
Bring Blakemoor's grimoire to Captain Martyn.
- No exp Objective_0001 (7857227f70d1e6e4cb5081b32f92490a)
Get Blackemoor's Grimoire or Blackemoor's Grimoire (Movanic Deva)
- ? Objective_0002 (6f98337b984f1184c81747150ef9bbac)
?
We can cross out this task.

Walkthrough[ | ]

  • To properly complete the quest the only option is either to give the grimoire to Captain Martyn, pay him 10,000Coin, or kill him when he demands you to hand over the book.
  • However there are other ways to deal with the pirates.

Getting the Grimoire[ | ]

  • (Optional) Talk to Blutmond in Pitax (City) (Inn), if you pass a hidden Perception DC 35 check you can press him for information about Blakemoor:
  • Go to Middle of Nowhere and find the magic door. You can open it and get to Blakemoor's Hideout with the following:
    1. Pass Athletics DC 40 check +23040xp
    2. Pass Trickery DC 35 check +3840xp
    3. Use A Key Inscribed with the Letter B
  • If you exit [Blakemoor's Hideout] you will be moved to Global Map, entering the location again will get you to [Middle of Nowhere] part again. So technically you have 3 attempts to enter [Blakemoor's Hideout] until you can no longer get there.
  • Talk to Blakemoor, on first interaction you can do the following:
    1. Diplomacy DC 28 check +360xp, if you have talked to Captain Martyn.
    2. Bluff DC 34 check +2880xp
    3. Intimidate DC 40 check +23040xp
    4. (Chaotic Evil) or failing the checks will lead to combat.
    5. "No one. Sorry to trouble you."
  • If you passed any of the checks or chose non-aligned option then you get to talk to Blakemoor.
  • Saying "Perhaps it's time to finish the grimoire?" will lead to persuading him to hand you over the grimoire.
    1. Intimidate DC 40 check +23040xp
    2. Diplomacy DC 35 check +3840xp
    3. Knowledge (Arcana) DC 40 check +23040xp
    4. (Neutral Evil) to kill him
  • Failing those checks will allow you to pick other options.
  • [Intimidate], [Diplomacy] or violence will result in you getting the weaker version Blackemoor's Grimoire.
  • [Knowledge (Arcana)] will cause 8 hours to pass and initiate a tough battle against Siroket and devil minions. But if you succeed, you will get Blackemoor's Grimoire (Movanic Deva).

Giving the book[ | ]

  • If you give the grimoire to Captain Martyn right away you will get Black Salt as a reward.
  • If you tell him that you have the book but won't give it to him you will be given following choices:
    1. "On second thought, I don't really need this book." - lose the book and get no reward.
    2. "Take your gold, buy yourself a new hat." - pay 10000Coin and keep the book.
    3. (Chaotic Evil) [Attack] "You shouldn't have addressed me like that." - attack the pirates.
  • Those options are the only ones that complete the quest, including the (Chaotic Evil) to attack.
  • (test where) If you gave them Blackemoor's Grimoire (Squirrels) it will appear in Pitax Royal Palace.
  • If you gave them Blackemoor's Grimoire (Movanic Deva) then it will drop from Castruccio Irovetti in Pitax Royal Palace.

Other ways to deal with pirates[ | ]

  • All those options will fail the quest.
    1. Attack them through dialogue choices of Captain Martyn, First Mate Wellar or Blutmond.
      • After Captain Martyn dies Spectres will be summoned from the corpses of currently dead pirates.
      • The Spectre are hostile to both you and the pirates.
    2. "Hand over command to Wellar before the crew hangs you."
      • You will have to pass three series of checks, you can back off at any moment, but you won't be able to initiate this sequence again. Failing any of the checks will make you to decide between attacking or backing off.
        1. Intimidate DC 45 check +61440xp, Bluff DC 40 check +23040xp, Diplomacy DC 40 check +23040xp
        2. Bluff DC 45 check +61440xp, Knowledge (World) DC 35 check +3840xp, Perception DC 40 check +23040xp
        3. Intimidate DC 45 check +61440xp, Bluff DC 40 check +23040xp, Knowledge (World) DC 35 check +3840xp
      • Passing all the checks will make pirates go away, but you also get Economy +5, Relations +5, Espionage +5.
      • If you don't want to finish the quest this way you can still pass two check and then back away to gain some extra experience.
      • (Lawful Neutral) "Your First Mate, Wellar, is planning a mutiny." will give you 20000Coin, but prevent you from selecting this option. However you can choose this line after passing two checks for experience.

Metagaming[ | ]

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