Стронгхолд воина, BGII
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Warrior --> De'Arnise Hold
Talk to Nalia in the Copper Coronet in the Slums to get this quest started. Then at the successful completion of the quest, Nalia gives you the fortress as thanks. You MUST accept the Stronghold when she first offers it! If you do not, it will be seized by her enemies.
This stronghold's primary ability is to raise money, which it does at a rate of 500 gp per week. This gold is collected in the library on the second floor. You can also sleep anywhere in the Keep. Also you can "raise the tax rate," which results in an instant 1000 gp gain, but makes the people less happy. You want to keep your people happy since when they get too unhappy they will revolt. And if they revolt you lose control of the Keep.
Plus about once a week someone will come to visit you at the hold. These are "mini-quests" and usually involve a choice on your part. Most of these are worth only experience. The best time to know when to return to your keep is when you get the message saying that "Gold has been placed in your Keep".
Event 1: Angry Merchant. Tolmas Bendelia is here and he is quite upset. His caravan was waylaid by bandits in your land and he wants restitution. From you. If you do NOT pay him, he threatens to make life miserable for your people. The caravan was worth 1000 gold. You can either pay him the money, buy the debts of the farmers, or laugh him out of your sight. Once that is done you must decide what to do about the bandits. You can hire mercenaries for 500 gold, 250 gold or ignore them. Depending on your answers you get exp:
Buy debts for 1000 and 500 for mercenaries: 15,000 Pay him 1000 and 500 for mercenaries: 15,000 Pay him 1000 and 250 for mercenaries: 0 Pay him 500 (CHA of 15+) and 500 for mercs: 15,000
Event 2: The Guard Thief. Captain Cernick has caught one of your guards stealing. Cernick, if asked, would have the man executed immediately, but that won't gain you anything. Talk to the thief and learn his side of the story. Turns out he has a very good excuse (medicine for wife). You can execute him, expel him from the guard or help him out. The medicine costs 500 gold.
Forgive him: 15,500 exp Expel him: 11,500 exp Execute: nothing
Buying the medicine makes the people like you more, and less likely to revolt.
Event 3: The Cleric of Tempus (Tempos). A priest of Tempus wants to set up shop in your Keep. He's a very odd character, and not someone that you will like. Keldorn will recommend him, while Anomen doesn't like him.
Let him stay: 15,500 exp Don't take stranger into keep: 11,500 exp Tell him to beat it: nothing
If you do keep him, you can find him upstairs in the Golem area. It requires going through some secret doors but it is your own temple.
Also letting him stay makes the people like you more.
Event 4: Somewhere around 2 weeks later (for me it was 16 days) a messenger appears and tells you to get back to the Hold within the next week OR ELSE.
Once you are there you meet with Lord Farthington Roenall who wants you to give up the Keep. I suggest you NOT do that.
Event 5: Chanelle the Maid. She has two men who wish to marry her and only you can decide which she is to marry. The first, Jessup, is poor but she loves him. The second, Malvolio, is rich but she doesn't love him.
Marry Jessup: 15,500 exp Marry Malvolio: 11,500 exp
If you let her marry Jessup then you have the option of providing a dowry. A 500 gold dowry makes the people like you more.
If you let her marry Malvolio, the people like you less. However, if you refuse his 500 gp, then they like you more (however, the two cancel each other out so you end out where you started).
Event 6: The two moneylenders. They claim that the previous Lord De'Arnise borrowed money from them and that you are responsible for paying it. The Major Domo says that there was no such debt, and that they could have forged the documents themselves. You can pay them their money if you wish, but you get no experience from it. Either threaten them with executions or have them executed.
Turns out they are blackmailers, but they might have a hold over your people. If you didn't buy off the blackmailers, you have to pay your people.
500 gold: 11,500 exp 1000 gold: 15,500 exp (and people like you more)
And not paying makes the people angry with you.
Event 7: Flooding. The old dikes have broken flooding the land. Several angry farmers demand satisfaction from you. You need to spend money to repair the farms:
5000 gold: 15,500 exp partial: 4500 exp none: nothing (and this makes a revolt more likely)
If you do a partial amount, you get experience based on how much you shell out:
4000 gold: 6500 exp 3000 gold: 4500 exp 2000 gold: 2500 exp 1000 gold: nothing
And the less you pay, the more angry at you they become.
Then you need to spend money to repair the dike:
2000 gold: the people like you more none: nothing (possible bad effects with Roenall)
Listen to what the farmers say when they leave. If they compliment you, then the people like you, if they say... not so nice things, beware.
Event 8: Invasion. Lord Roenall now intends to take this Keep by force and has invaded your lands. Your forces will not hold up long. What you are asked to do is go out to the battle and kill Lord Roenall, thus ending the invasion. Captain Cernick asks that you go out to help with the battle.
Just past the drawbridge you'll find the two opposing forces. After Roenall taunts you, attack him with everything you have. All you have to do is kill him and the battle ends.
Roenall - 12,000 exp Full Plate Mail +1 Bastard Sword +1
Back inside you are told the Keep is yours forever more (assuming you don't tax yourself into a revolt) and you get 50,000 exp. Be sure to search Roenall afterwards.
The Keep is now yours forever, to generate an income, and be a base of operations.