The Curse of Candlemere | |
---|---|
No image yet | |
Details | |
Start |
Day 200 36 days until AAC2 Visitor Waits in the Castle event. |
Location |
Candlemere Tower |
Time Limit |
Day 400 115 days until AAC3 Letter for the Ruler event. |
Type |
Chapter quest |
Parent Quest |
Troll Trouble |
Reward |
1500 and extra rewards (see below) |
[Show Code]
| |
CursedTower (ca69959bba2ab214584aeec04f40e0d3) |
The Curse of Candlemere is a quest in Pathfinder: Kingmaker.
Journal[ | ]
“ | The Stolen Lands are full of weird places. Take the island in the middle of Candlemere Lake, for instance — it seems like just some regular, remote place from afar, calm and quiet. But the local fishers all keep their boats as far away from the island as possible, and there are tales of ghostly lights dancing on the island's shores at night. Some say that something terrible happened at the tower long ago, something so dark and abominable that the place is still cursed. True or not, we have to explore the place anyway — it would be outrageous to have a barony with an uncharted spot in the middle of its map! | „ |
Find out what happened to Gunderson's team | +180xp | 01_Find_out_what_happened (587bca74634542b4a9640552ce5b0934) |
---|---|---|
We first heard about the island from Willas Gunderson, a self-proclaimed hero and adventurer. Truth be told, I'm more inclined to think "coward" than "hero." He polished the castle floor with his knees as he begged us to recover his treasures and bring justice to the thieves who stole them. Our {baron/baroness} would never let a wronged person down, so off to the island we go. Time to find out what's keeping those treasure hunters away. |
Explore the island | +180xp | 02_Explore_the_island (1fce241611386144bad13d7ec6e1d27c) |
---|---|---|
Here we are! Before our very eyes, Candlemere Island — dark, terrifying, and mysterious! Actually, the shore doesn't seem terrifying at all — a ruined tower is the only thing spoiling the view. Time for a walk, it seems!
|
Deal with the mad cleric of Nethys | +225xp | 03_Deal_with_mad_cleric_of_Nethys (539a08f6939f70048a888a8780d82445) |
---|---|---|
Like it or not, it's becoming hard to deny that some curse exists: the damned island seems to do strange things to people. In the tower, we met a deranged cleric who planned to open a portal to another world, let his god in, and set him upon us. Is it even possible for us to reason with such a fanatic? |
Report the results of the expedition to Willas Gunderson | +900xp | 04_Inform_Willas_Gunderson (61c252a413bcd5b4a8ea183cdb292890) |
---|---|---|
Some stories just don't get shiny, happy endings — no treasures found, all the treasure hunters are gone, and our heroes return to Gunderson with nothing but bad news. |
- | No exp | OptionalQuestEnd (25a1d656462517d408bb162e4be644c3) |
---|---|---|
Hidden Failure Objective |
“ | Candlemere Island is still an enigma to us, but at least we didn't let that crazy priest of Nethys open a mysterious portal to another world. We could just turn the page on this, but the unsealed portal in the tower still keeps me up at night. Something tells me we'll be hearing about this place again! | „ |
Walkthrough[ | ]
- You get this quest either from Willas Gunderson or by visiting Candlemere Tower directly.
Find out what happened to Gunderson's team[ | ]
- You get this objective from Willas Gunderson if you haven't started the quest already.
- Simply go to the Candlemere Tower.
Explore the island[ | ]
- You need to reach Rismel on the hill at northeast.
- While getting to him you can find corpses of his comrades, one on the west side of the hill, another at the east side of tower.
Deal with the mad cleric of Nethys[ | ]
- To complete this objective you need to kill Duke Dazzleflare.
- Upon talking with Rismel you can either attack him right away (to summon the Duke) or bring him to his senses for extra +480xp.
- To bring him to his senses you need to complete two of the following:
- Pass hidden Lore (Religion) DC 20 check +45xp or have Kalikke/Kanerah in party.
- Loot Dirty Travel Log from dead ranger.
- Examine dead paladin's body at the tower's entrance.
- If you made Rismel come back to his senses he will give you three dialogue options:
- "I'll help you to fight the monster."
- Begins the fight with Duke Dazzleflare in few seconds. Unlocks The Magic of Candlemere Tower region upgrade. You get Research into the Nature of Curses: Candlemere project.
- "We know nothing about the creature who's waiting on the other side. Give me some time to get ready."
- Exits dialogue and allows you to buffup. Talk to Rismel again to summon Duke Dazzleflare. You get Research into the Nature of Curses: Candlemere project.
- "I'm not sure if I'll help you or not, but I'm not done talking with you."
- Prevents peaceful resolution. You can now only kill Rismel in order to summon Duke Dazzleflare.
- "I'll help you to fight the monster."
- You can kill Rismel afterwards with (Chaotic Good), (Lawful Evil), (Chaotic Evil) choice if you wish.
- To bring him to his senses you need to complete two of the following:
Report the results of the expedition to Willas Gunderson[ | ]
- Return back to The Beer Mug Inn and report your findings to Willas Gunderson and get 1500.
- (Neutral Good), (Neutral), (Neutral Evil), Failing Bluff check gives normal reward.
- Passing Bluff DC 28 +360xp check gives 1500 extra.
- [Requires Chaotic] gives extra Ring of Protection +1.
- Delaying the fight with Duke Dazzleflare prevents you from getting "The Magic of Candlemere Tower" region upgrade, and insisting on asking more questions prevents peaceful resolution altogether. (Last Version:2.1.7b)