Pathfinder: Kingmaker Wiki
Advertisement
The Twice-Born Warlord
No image yet
Details
Chapter
The Twice-Born Warlord
Start
Complete Hour of Rage
Location
Abandoned Keep
Pike Stretch
Armag's Tomb
Time Limit
Day 940, 94 days until An Ancient Curse, Part Five deadline
Type
Main quest
Reward
Previous Quest
Hour of Rage
Next Quest
War of the River Kings
[Show Code]
TwiceBornWarlord (d0b158c96db81964f91208edc540cd6b)

The Twice-Born Warlord is a quest in Pathfinder: Kingmaker.

Journal[ | ]

It's a triumph! The barbarian hordes retreated as soon as they saw our troops, and the grateful Restov rulers announced that they were ready to recognize our {baron/baroness} as {King/Queen}! There's only one sour bit of news — the mad Armag still roams somewhere in our lands, and he seems to have found the tomb of his past incarnation. There, he believes he will gain the power of Gorum, which will make him invincible! Yes, looks like it's best we postpone the celebration and take care of this matter at once.
Attend the council +360xp Obj00_VisitCapital (cbd73e7f08af4fa4fa507a6f2172a299)
The lost tomb is called "lost" because it is not easy to find. How can we locate it? Perhaps, it is better to return to the capital and consult with the best minds of the barony! Myself, for example!
Reach Armag's tomb +480xp Obj01_FindTomb (764688c6c7aab464e92208963f93df48)
Armag and the Sisters searched for the tomb for many years — and after they found it, they went there in haste and forgot to tell us where they were going. Fortunately, we know its location — on the Glenebon Uplands. We can go there to search for it ourselves... Or we can take advantage of the situation and send scouts there! Or maybe, something else can help us in our search... Or someone?
  • There are a lot of scouts serving {baron/baroness} — let them do their work and investigate!
    SendOutScouts (1c27a2264022f674790678b95658c041)
  • Perhaps the information about the tomb can be found in ancient books... but where can we find the books?
    LookForBooks-1 (2b3920a34db937a41bd3517e1ca674e0)
  • We have an entire ancient library in our hands! Certainly, one of these books must mention the tomb of Armag. However, we don't have lifetimes to spare to read all these tomes — we'll have to hire some scholars.
    LookForBooks_2 (77b31c0b4f8929a42ac652056286487b)
  • The old man on the raft showed us a vision of Armag's Tomb and its whereabouts. It should be easier to find it now…
    Addendum_eventComplete (f469c225c1cebb349957ef836fa68776)
  • Well, we learned some information about the tomb's location. Now we can try to find it!
    GoSearch (f02e030fc805c4f47891a95ecda7b578)
  • How long does it take for Armag to become one with the ancient power he spoke of? I hope we're not too late...
    NotLate (d89e6e25c00c6df4494d706d303a1ebe)
  • We've been looking for the tomb so long ... I'm afraid Armag has already accomplished what he set out to do there!
    Late (12ba684b6a56b7b42b475151b8319a72)
Confront Armag +720xp Obj02_ReachArmag (dbc1233a1e1388342a0a881fa742a0fb)
So, here it is — a sacred relic of the Tiger Lords tribe, the tomb of the legendary chieftain Armag (the ancient one), where their notorious leader Armag (the living one) disappeared. It's time to go and confront him face to face — but first we will have to overcome all those traps and trials Gorum uses to defend his champion's tomb against the unworthy...
  • How long does it take for Armag to become one with the ancient power he spoke of? I hope we're not too late...
    NotLate-2 (36fa73682fd949b4ab53005ffaf6c5cc)
  • We've been looking for the tomb so long ... I'm afraid Armag has already accomplished what he set out to do there!
    Late-2 (8dba048a2f27e72479a91c493b40adb6)
Investigate Tiger Lords' fate +4800xp Obj03_FindOutTribeFate (1ed099bfa6739e8499202d5b929c63ea)
Victory! The mad chieftain is no longer a threat to our lands! But what of his tribe? 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? To be able to sleep soundly at night, we need to seek out the Tiger Lords and discover their intentions.
Keep track of passing time! No exp DoomCounter_TwiceBornWarlord (934285e386d465b4ab8924fcd51b1b1b)
The barony's forces will be entirely depleted if we won't deal with Armag and those barbarians that still follow him. Our only hope is to find the legendary tomb of Armag in Glenebon – as soon as possible!
The Numerian threat has passed. Neither Armag nor his hordes threaten the peace of our lands and Brevoy anymore. Yes, our {baron/baroness} (who is about to become {King/Queen}) well deserved {his/her} title — future historians and bards will have a lot to do!

Walkthrough[ | ]

Attend the council[ | ]

Reach Armag's tomb[ | ]

Confront Armag[ | ]

  • Enter Armag's Tomb.
  • First you will encounter some barbarians
    1. You can try to convince them to help you kill the Defaced Sister (Armag's Tomb) by passing Diplomacy DC 36 check +5760xp.
    2. Leave them be, they will stay neutral.
    3. Kill them. That will prevent allying with Tiger Lords tribe though.
  • Defeat the Defaced Sister (Armag's Tomb) and go down into the Tomb.
    • There are Spectres here who can inflict temporary level drain on your party.
  • On the first level things worth to mention are:
  • Once you are done with what you can find on the first level go down to second one.
  • Things worth to mention:
    • Numerous hidden rooms with extra enemies and loot.
    • Book Event (Armag's Tomb - Trial of Pain), see below.
    • A hallway with repeatable traps, either be lucky to spot a hidden room that allows you to bypass the danger zone or run through the tunnel with one character. Preferably with Evasion, high speed and Energy Protection spells.
      • After the first trap corridor, you need to activate an object in the NW section, this will turn off the traps in the first corridor and activate the fireball traps. You then have to run to the NE before the timer expires to get through the door.
  • After clearing out the second level you will find stairs to second part of first level.
  • There you will meet Zorek you will have to convince him to let you pass or fight him. See his section for more info.
  • After you have dealt with Zorek go southwest to Armag. After a short dialogue with Defaced Sister (Armag's Tomb) he butchers her and the combat begins.
  • Kill all the enemies and you get to talk with defeated Armag.
    • You can finish him off right now or ask him some questions.
    • "What will you do if I let you live?" will give you the following decisions:
      • If you came to Armag's Tomb early then:
        1. "I want to ask you something else..." to return back to questions.
        2. (Chaotic Good) "You're free. Go, make your own destiny." to let Armag live.
        3. [Finish Armag off] "Your destiny ends here." to kill him.
      • If you came late:
        1. [Requires Chaotic] "That's a coward's death! You whine and complain that you're not Armag, that you have no destiny — you should be thankful! The Armag of old didn't have some destiny, he made it himself! And you can, too. Pull yourself together, show this ancient ghost who's really a great chieftain... but do it yourself, without some witch's trickery!" to let Armag live.
        2. "Wait! Before you die, I need to ask you something..." to return back to questions.
        3. (Chaotic Good) "Do it. You may not be the real Armag, but you can still have a heroic death." to let him kill himself.
        4. [Finish Armag off] "I'll finish you myself." to kill him.
    • If you choose to let Armag live you get +1920xp and an option to fraternize with him, but that doesn't seems to do anything significant, only changes few dialog visuals.
    • Regardless of what you do with Armag you get Research into the Nature of Curses: Armag project.
  • Finish off the looting and exit the Tomb, a passageway to the first part of first level is open now.

Book Event (Armag's Tomb - Trial of Strength)[ | ]

  • +960xp for completing the Book Event, initial choices are:
    1. Trickery DC 25 ...tried to pick the lock on the door. +180xp
      • Just experience, party takes some damage on failure.
    2. Intelligence DC 18 ...explored the labyrinth in search of the right path to the center. +33xp
      • Changes the initial [Athletics 25] check to a consequent series of three checks. Failure also deals some damage to the party.
        1. Athletics 25 ...started pushing the statue along the marked path. +180xp Failure deals some damage to the party.
        2. Athletics 25 ...kept pushing the statue along the marked path. +180xp Failure deals some damage to the party.
        3. Athletics 25 ...kept pushing the statue along the marked path. +180xp Failure deals some damage to the party. Ends the Book Event.
    3. Athletics DC 25 ...started pushing the statue in random directions without wasting time exploring the labyrinth. +180xp
      • This option is removed if you attempt [Intelligence] check.
    4. Perception DC 35 ...tried to cheat by standing on the pressure plate ourselves. +3840xp
      • Success unlocks following decisions:
        1. ...ignored the potential danger and stood on the pressure plate. - Party takes big amount of damage and Book Event ends. Failing the check automatically leads you to this choice.
        2. ...decided to find another solution rather than take any chances. - Returns you to the first page.
    5. Athletics DC 35 ...started breaking through the walls to make a straight path to the center of the room. +3840xp
      • Success ends the Book Event.
      • Failure deals some damage to the party and gives you another attempt with Athletics DC 35 ...kept breaking walls and pushing the statue toward the center. +3840xp
        • Success and Failure ends the Book Event, but your party takes some damage if you fail this time.
  • Experience-wise the best solution is to:
    1. Pass [Athletics 25] ...started pushing the statue in random directions without wasting time exploring the labyrinth.
    2. Pass [Trickery 25] ...tried to pick the lock on the door.
    3. Pass [Intelligence 18] ...explored the labyrinth in search of the right path to the center.
    4. Pass [Perception 35] ...tried to cheat by standing on the pressure plate ourselves.
    5. ...decided to find another solution rather than take any chances.
    6. Pass [Athletics 25] ...started pushing the statue along the marked path.
    7. Pass [Athletics 25] ...kept pushing the statue along the marked path.
    8. Pass [Athletics 35] ...started breaking through the walls to make a straight path to the center of the room.

Book Event (Armag's Tomb - Trial of Pain)[ | ]

  • This Book Event is rather simple, you need to press three plates, each have identical set of skill checks:
    1. Mobility DC 25 ...press the [#] plate with their palm. +180xp
    2. Trickery DC 35 ...disarm the [#] plate's mechanism. +3840xp
    3. Strength DC ?? ...strike the [#] plate as hard as possible.
  • Failing any of the checks deals damage to a chosen character. Failing Strength check also applies Fatigue.
  • Obviously it's best to use all three [Trickery] checks to maximize experience.
  • +960xp on finishing the Book Event.

Zorek's trial[ | ]

  • If you agree to pass Zorek's trial you will have to pass [Intimidate] check, you can reduce it's difficulty by passing several other checks. You can fail the checks to try other options unless stated otherwise.
    • Diplomacy DC 28 "I killed the Stag Lord, leader of a large bandit gang, and took his fort!" (Always available)
      +360xp, lowers [Intimidate] check by 4.
    • Diplomacy DC 25 "I killed Hargulka and Tartuk - a troll king and a kobold king respectively - and destroyed their city!" (Must have killed both Hargulka and Tartuk)
      +180xp, lowers [Intimidate] check by 6.
    • Diplomacy DC 25 "I plundered Trobold, the underground monster city!" (Must have made Hargulka/Tartuk your vassal or let the survivor go away)
      +180xp, he will attack you after attempting this check.
    • Diplomacy DC 25 "I killed Vordakai, ancient necromancer and ruler of the cyclopes!" (Killed Vordakai)
      +180xp, lowers [Intimidate] check by 5.
    • Diplomacy DC 25 "I defeated Vordakai, ancient necromancer and ruler of the cyclopes!" (Recruited Vordakai to be your advisor)
      +180xp, he will attack you after attempting this check.
    • Diplomacy DC 30 "I decimated the Longtails, a might lizardfolk tribe!" (Killed lizardfolk in Lizardfolk Village)
      +720xp, lowers [Intimidate] check by 4.
    • Diplomacy DC 32 "The villagers of Lake Silverstep disrespected me, so I killed them all!" (Attacked Lake Silverstep Village inhabitants, done through Aysel's dialogue option)
      +1440xp, lowers [Intimidate] check by 4.
    • Diplomacy DC 32 "I destroyed a whole battle party of mighty Tiger Lords, led by the cleric known as Dugath!" (Killed Dugath in Kellid Barbarian Camp)
      +1440xp, lowers [Intimidate] check by 6.
    • Diplomacy DC 25 "I serve Gorum myself - all I do is in his name!" (Have Gorum as player's deity.)
      +180xp, lowers [Intimidate] check by 6. If you have Amiri, failure will let you pass, but without experience reward.
    • Bluff DC 38 [Lie] "I serve Gorum myself - all I do is in his name!" (Don't have Gorum as player's deity.)
      +11520xp, lowers [Intimidate] check by 6. Failure leads to combat, unless you have Amiri, then you pass without gaining experience.
  • Once you have attempted the checks you wanted to do you can do the final [Intimidate] check.
  • Intimidate DC [15-50] "I'm the ruler of the Stolen Lands! No one dares doubt my glory! You can clearly see I'm worthy to enter, cleric - step aside!"
    • All the way from +18xp DC 15 to +61440xp DC 50, failure leads to combat.
    • Passing the check is one of the requirements for Gorum's Holy Place region upgrade for Glenebon.
    • Since experience reward from checks caps at DC 43, the best course of action is to attempt highest experience check (usually the [Bluff] one) from the list and then do the [Intimidate] check.

Investigate Tiger Lords' fate[ | ]

  • If you have killed the barbarians at the entrance then you will meet Gwart. You can let him go into the Tomb to die there, or kill him yourself.
  • If you haven't killed the barbarians, then you will be met by Tiger Lords tribe council.
    • You get to choose who will be the new chief of the tribe.
      1. Amiri if she managed to beat down Armag in a duel during Blood Calling and is present in your current party. +960xp
      2. Armag if you left him alive. +960xp
      3. Dugath if he is alive and you are in good favor with him. +480xp
      4. Gwart. +288xp
      5. No chief, tell them to scram.
    • Even if Dugath doesn't like you, you still gain the extra experience reward for asking him to be the chief.
    • If you passed Zorek's trial, then picking Dugath will unlock Gorum's Holy Place region upgrade for Glenebon.
    • Amiri, Armag and Dugath will also unlock Barbarian Arena building.

Notes[ | ]

  • It is possible to complete this quest without doing Hour of Rage. To achieve that you need to wait until Barbarian Threat (One Month) for Armag's Tomb event which happens on 124 days until An Ancient Curse, Part Five. It will automatically reveal Armag's Tomb, but you will have to survive all the incoming Barbarian Horde events which drain your unrest every time they appear. As a result you won't get coronation quest and could proceed the game as a {Baron/Baroness}, the consequences of such odd actions are... unknown.
  • Fun bug: when you go to the room with Armag, if you move step by step veeery carefully you can make him and the defaced sister charge after and kill Zorek and then obliterate all the undead. You won't gain any experience though, but that will trivialize the fight.
Advertisement