Safer lands will attract more peasants and allow you to charge higher taxes without causing too much upset. More peasants means more income and more Greycloak recruits. Road Security: How safe your roads are. Roads are for merchants what lands are for peasants, although obviously you can't recruit merchants into the Greycloaks.
As Shadow Thieves, there's an extra dimension we must consider: Axle's smugglers. Too high Road Security will interfere with the shipments, but too low and bandits will muscle in. This is a very complicated minigame! It's the best part of the game and I don't think I've ever heard a bad word said against it although I'm sure someone will prove me wrong.
There are lots of options and different opportunities for different characters, and it makes a change from combat and dungeons.
There isn't really a 'wrong' way to play the minigame - I mean, yeah, you can do your best to make your lands safe and secure and filled with happy peasants and polite Greycloaks but it's gonna cost you a lot. Or you can squeeze every penny you can out of the place but good luck when the King of Shadows moves against Neverwinter and your walls are full of holes! Most of the crunchy management goes through Kana. Every visit to the Keep should include a check-in with her, first thing, especially since talking to her triggers special events.
The report is the most efficient way of viewing information about the Keep but you can also ask Kana directly, and she'll give a fluffy response. The only drawback is you don't know exactly what she means in terms of numbers; when she says "the men are as well-trained as any other Greycloaks," does she mean their Training is Good?
Very Good? Or maybe only Average? The report is the best way to know when your men are done training and need to go out on patrol or recruiting. Most of the Crossroad Keep minigame elements are recycled from the cut Hollows questline. It's the same basic principle - you organise your men, train them up, recruit specialists, go on missions and maintain order - but on a much larger scale, and for much longer. Most of the characters involved are the same too.
Now, I'm gonna repeat myself slightly here, but just to be completely clear: there are three main ways to develop the Keep. Talk to Kana to set taxes for peasants and merchants, set recruitment standards, assign sergeants to specific duties, assign Greycloaks to duties i. Talk to Veedle to reconstruct the Keep. Talk to the smiths to upgrade weapons and armor for Greycloaks.
Talk to Uncus for a few one-time policy decisions. Special Events. Time passing or certain amounts of success will trigger a special event - a unique, one-time encounter. Perhaps it's a village mayor who wants to start a new settlement, or mercenaries looking for employment, or a popular soldier who's taken bribes; these you handle yourself.
Or maybe it's a bandit infestation or Shadow Priests lurking in the woods; these you send your Greycloaks to sort out. Your decision will change Keep statistics - and not always for the better. There are a number of people waiting out there in the game world who will come and work for you - if you can find them. The Greycloak sergeants must all be recruited in this manner, but there are others looking for work too. So let's go find some of them. Maybe there's a nobleman in Neverwinter who needs an extra blade by their side.
I could use someone like you. Well, judging from what you've done out here I'll wager you'd definitely have interesting work for me. Casavir's old friend, Katriona, is looking for work in Old Owl Well. She's our first sergeant our only sergeant for Act 2.
Pentin, the half-orc half-prick miner we rescued from orcs, is also willing to work for us. We use the Appraise skill to charge him rent. He'll become our armorsmith. And in Fort Locke we find Jacoby. We outrank Commander Tann now, so we order Jacoby to come with us. Cut: a small quest in which you'd kill a local notorious bandit called Jared Widowmaker to get Jacoby to work for you.
Deekin the kobold is a merchant in Neverwinter's Merchant District. The first act of SoU was a four-part fetch quest for four mysterious and evil artifacts stolen from the watchful eye of your Harper master - and Deekin had gotten a hold of one of them. He was a potential companion for the pack and much more popular than all the other henchmen I think around about this time people suddenly became very interested in kobolds as non-goblinoid enemies.
It's not surprising; Bioware has always been better at writing comedy than the straight stuff. He re-appeared in Hordes of the Underdark, the second far superior expansion pack, as the only companion that would accompany you throughout the epic-level quest to save the whole multiverse from a terrible evil. But he's retired now.
He's a merchant who sells very expensive equipment tailored for prestige classes - as in, you have to be a member of a prestige class to use them. Hard to find sometimes, Deekin have to look very hard to see where books are, sometimes finds them in trash heap. Deekin write a few. Not carried so much in Neverwinter, but hear they are big in Icewind Dale.
Maybe on last legs, good as dead. Deekin been to Shadowdale, Waterdeep, Underdark, Amn, and many mountains and forests and caves. Deekin go where the stories are. As long as stories are outside. Deeking very, very tired of being in dungeons and caves with bad people that throw spells at Deekin.
Deekin is so incredibly meta I don't even know where to start : Deekin collect many strange things running around world. Hard to carry. His back hurt from carrying all that stuff anyway, good riddance to all that junk, Deekin thinks.
Big troubles in area, very scary to Deekin. Deekin hear bad things in Luskan city. Luskan city smell bad, but easy to hide there. This is our cue to recruit him, but there's some more stuff I want to show first. Deekin probably need loooooong break before follow after big hero again with pen. Between Undrentide and Waterdeep, Deekin needs a little break from golems and mages and snake ladies. So many golems. And golem nostrils flaring.
Very confusing to Deekin. Deekin miss him, make chest hurt thinking about it. Shadows of Undrentide was about the attempt of Heurodis a medusa and former apprentice of some big mean wizard to Take Over The World by reactivating ancient Undrentide, a floating magical city from the old Netherese empire that crashed into the sands thousands of years ago.
The player became involved when Heurodis convinced some kobolds Deekin's tribe to steal some magical doohickey from the player's master, a Harper wizard called Drogan. Drogan ends up sacrificing his life so that you can stop the evil Heurodis from activating the magical ritual of blah blah blah typical fantasy plot.
Undrentide is raised, Heurodis dies, the spell fails and the city falls back down again. For example, she'll recommend that you meet up with a scout named Guyven of the Road 16 , but Guyven will simply show up at the keep after you've met him three times during your travels. Talking to Torio about him isn't required. Note: When you ask Torio about the tower, she'll mention that you might talk to Uncus 11 about turning it into a gambling den.
From what we can tell, this option was removed from the game, and it's only possible to convert the tower into a guard tower or a wizard's tower. The cabinet can't be picked or knocked, but you'll find the key for it when you renovate the "west" wing of the keep Inside the cabinet, you'll find a Bag of Holding. Also, just in case you missed it during your first visit to the keep, you can pick up another copy of The Ancient Art of Golemcraft here.
It's one of the three items required to reactivate the Construct. See Grobnar's character page for more information. Finally, you'll also find Aldanon in the library. He'll give you some background information on a variety of topics, including the Tome of Iltkazar , the King of Shadows, and the githyanki.
However, only the War Room 15a will really be useful. Inside a desk there, you'll discover the Crossroad Keep key , which you'll be able to use to open the cabinet in your personal suite You should have met him three times during your travels before reaching the keep see the Guyven of the Road section for the locations. If you talked to him at all three places, and if you were polite to him at those times, then he should show up in this room of your keep.
Guyven will tell you that he knows secrets, but that he still needs to complete a great map before he'll reveal them. As you explore the world during Acts II and III, you'll sometimes receive notice that you've just visited an area that Guyven would like to hear about. When you examine the dirt mound there, you'll find a Crossbow of the Unicorn.
Once you've told Guyven about all four areas, he'll replace the "Pathstalker" feat with the "Explorer" feat, but nothing else will happen, and neither history feat will give you any sort of actual bonus. Guyven will never give you a map or name you his successor, or do anything to really resolve his presence.
See Grobnar's character page for information about how to reactivate the Construct. For this recipe you'll need: 1 Faint Power Essence 1 Glowing Fire Essence 1 Star Sapphire 1 Gold Necklace The Darkness Spell which is available to bards, clerics, sorcerers, warlocks and wizards You'll have to use the nearby magician's workbench 17 to craft the charm, and the crafter will need to have the wondrous items crafting feat.
If you don't have the crafting feats and skills on your character, then you can use a companion to create the charm. Once you've created the Gold Filigree Charm , simply walk back to the summoning circle. A cutscene will start up, resulting in Mephasm appearing in the circle. You'll also receive xp. From that point on, any time you want to summon Mephasm, you'll just need to walk into the summoning circle, and he'll appear.
When you talk to Mephasm, the topic of bargaining will come up. Mephasm will refuse to bargain with you at first, but once you've talked to him three times, he'll relent, and he'll give you the book of Infernal Focus Recipes.
The three recipes in the book will produce the same thing -- an Infernal Focus -- and this is what you'll need to give Mephasm when you bargain with him. You can also bargain for a stat-boosting item from Mephasm.
We've never seen it, but apparently you'll need to trade a powerful weapon to receive it. Each time you bargain with Mephasm, you'll become more chaotic. After you've bargained with him three times, you'll gain the "Infernal Bargaining" history feat. Note: If you learned Zaxis' true name while at Ammon Jerro's Haven , then you can ask Ammon about summoning him as well, but Ammon will flatly refuse. The first time you talk to him, he'll inform you that some of Elanee's Circle might still be alive, and he'll mark the Circle of the Mere on the world map.
If you can best her a third time, then she'll agree to work for you as a sergeant. Exits: Main gate. Front entrance. Stairs between the main level and the basement. World exit. Or Where they are normally? Thanks and excuse my english, I'm from Czech ;-. User Info: rodu rodu 10 years ago 2 outside the keep where the farmers fields are, they're standing against the walls. This game runs better on Linux than Windows Khelgar to monk Help.
Friendly AI suiciding Help. Side Quest. Is there a cheat code for gold? Katriona to Patrols. He appears now, at the same time as the second letter, because he is scripted to appear at the start of Act III, but obviously cannot do so before the earlier two appearances. Now that we have the epithet, we can recruit Jalboun and Caelryna and still retain that epithet. See StarTear for scrolls from him if Wizard and lying around in his tower.
Neverwinter Merchant Quarter - Recruit Deekin. Dwarven Stronghold, Mount Galardrym. Ores 11 and Recruit Caelryna. Path of the Holy. Speak with Ivarr to close the Path of the Holy quest. Circle of the Mere. Recruit Jalboun. Jalboun is quite useless, but without him you cannot get the Gift from the Greycloaks event. Dragon's Horde recovered - , gold maximum possible. Jalboun to Special Assignments.
There's less gold to get but this gives no penalties and a net peasant growth greater than not collecting any taxes. Send only Jalboun. Sending Light of Heavens along with him resulted in no extra gold, and slightly less population growth. Report last location of interest to Guyven and ask him about the Shadow Reaver camp.
Summon Mephasm and bargain. Talk to him about the Shadow Reaver camp. Crossroad Keep now fully upgraded. Kana Special Mission: Tax Collection - done. Shadow Reaver Camp. Nolaloth's Valley.
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