A Special Dish | |
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Details | |
Chapter |
Varnhold's Lot |
Start |
Zombie Jester at the inn in Varnhold |
Location |
Varnhold, Blackstones Ford |
Type |
Chapter quest |
Reward |
(Optional) extra +2400xp |
[Show Code]
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DLC2_Errand_BlackFord (bf5ccfee5dd045a4391bba53701600a3) |
A Special Dish is a quest in Varnhold's Lot DLC Stand-alone Campaign of Pathfinder: Kingmaker.
Journal[]
“ | A wandering bard on his way through Varnhold said that the owners of a secluded inn at Blackstones Ford are killing their guests and feeding their remains to other guests. The talents of this versemonger are questionable at best, but his story may deserve the attention of the defenders of Varnhold and their Baron! | „ |
Report to Baron Varn what the bard said | +360xp | Objective1_TellAboutFord (a3cd1269c052914458b75775a07b1c02) |
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The Baron must decide whether such tall tales are to be paid any heed. |
Go to Blackstones Ford | +960xp | Objective2_GotoFord (4b5d7c344ce2d314b84e02361ae88926) |
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The Baron decided that you should pay a visit to this inn. |
Conduct an investigation | +2880xp | Objective3_LookForClues (0929202fe82bd434581206c49ff96b4a) |
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Now everything is up to the General. {He/She} must collect evidence and uncover what's happening at the inn.
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Report to Baron Varn the evidence that's been gathered and the conclusions it leads to. | +1200xp | Objective4_StartShowdown (66eeb9bad4ffbf84493069aecd450653) |
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Having gathered the evidence and determined what it points to, you may move to the final part of the investigation. |
“ | The case has been solved, after all. But there are many riddles and adventures ahead! | „ |
Walkthrough[]
Varnhold[]
After returning to Varnhold from Ripples on the Water, speak to the Zombie Jester at the inn to begin this quest. Before leaving for the next leg of the journey, inform Maegar Varn about the tale, and the party will automatically travel there once you leave Varnhold.
Blackstones Ford[]
Before anything can be done, a short cutscene will trigger when approaching the inn with a short dialogue.
Searching for clues[]
- Talking to the old couple you can reveal that their last name is Bragic.
- Next to the inn, a Perception DC 17 check will allow you to notice the wounded dog is seemingly reading a cookbook.
- At the cart south of the inn, three clues can be found:
- The shipping crates are empty
- The owner's name is "Yorgesh Bragic" (the same last name as the innkeeers)
- There is an empty crate of sleeping potions
- To the west of the inn is a cave requiring an Athletics DC 20 check (+33xp) to climb up and an Athletics DC 15 check (+33xp) to climb down. Inside are 3 Rat Swarms and 5 (2 + 3) spike traps (Trickery DC 23 check (+90xp) to disarm).
- Down in the cave is a pair of dead bodies with their throats torn out.
- Coming close to the bodies rolls a Perception DC 25 check to note and loot A Little Key.
- Inside the inn
- Next to the hearth is a Lore (Nature) DC 20 check (+33xp) to uncover that there are empty sleeping potions at the cooking area.
- A Perception DC 22 check will discover the wine rack at the left is a secret door. You can open the door using Trickery DC 30 check or the key found in the cave. There in the larder you will find butchered human bodies.
- Climbing to the attic, you can find chests full of gear, some bloodstained.
- Also in the attic you can pass a hidden Perception DC 17 check to locate a depleted wand, with a further Knowledge (Arcana) DC 25 check (+33xp) to discover that it allows to polymorph into a humanoid.
Resolution[]
Return to the table and speak to Maegar.
- You can simply state that nothing suspicious was found. This will complete the quest with standard experience reward. Your party will be automatically transferred to the global map and continue their way to the Old Stump village. The long-term consequences, if any, are unknown.
- If you have fully solved the mystery behind the innkeepers and the merchant you get an extra +2400xp and, if Varn is romanced, increases the romance score by +10.
- With any outcome you leave the Blackstones Ford, next destination is Old Stump.
Merchant[]
With a few easily gained clues:
The Innkeepers[]
If some of the clues are discovered:
If most of the clues are discovered:
Once the innkeepers are revealed, they plead to be listened to. With a Persuasion DC 20 check (+45xp) Maegar Varn can be convinced to listen to the lycanthropes, who claim they killed the real innkeepers in self-defense, which is how the dog (actually werewolf) was wounded, so they took the innkeepers' forms to give him time to heal.
If the General has found the innkeepers' bodies and got to the hidden room, he/she can point to the fact that the real innkeepers were only killed a couple of days ago, while the bodies were kept in the larder for much longer, implying lycanthropes did not kill any of them, or, if the key was found on the innkeepers' bodies, that it is entirely possible the lycanthropes never knew about the larder and other killings at all. Either way, Maeger is convinced they are innocent and invites them to live in the capital peacefully.