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The First Step on the Road to Glory
Quest The First Step on the Road to Glory
Details
Chapter
?
Start
Beginning of the game
Location
Jamandi Aldori's Mansion
Type
Main quest
Reward
Camping supplies and rations x4, Signed Scroll of Raise Dead
Next Quest
Stolen Land
A Bitter Rival
[Show Code]
Quest_FirstSteps (6c33517bb4678d146b4811a14b09b05e)

The First Step on the Road to Glory is a quest in Pathfinder: Kingmaker.

Journal[ | ]

My quill takes its first sip from the inkpot and scripts (or, rather, scribbles) the first lines of the book about the travels, adventures and victories that lie ahead. The book that will extol both its {hero/heroine} and me, its author — Linzi the... (note to self: when I come up with a fancy nickname, add it here).
I am writing this in the banquet hall, where Swordlord Jamandi Aldori has just finished telling us about the mission that lies before us. Tomorrow at dawn our team will set off to the Stolen Lands in order to accomplish glorious feats. This is where my book begins, and the gods themselves can't say what will happen next!
Leave the hall +37xp Obj_1-GoOut (319ba8947403b03429e749f07aeb0af4)
We have a long road ahead of us, but we all need to get a good night's sleep. Fortunately, Lady Jamandi has graciously given us each a bedroom in her mansion. I have to admit, I am so excited that I won't be able to even close my eyes! Fortunately, I had a chance to talk with the future {hero/heroine} of my book. I think {Name} is just the person I was looking for!
Follow Linzi +37xp Obj_2-FollowLinzi (74772c604ea43ea43aac617f4aee6b69)
I didn't manage to get any sleep, but it wasn't due to my excitement. In the middle of the night, the mansion was attacked by some cutthroats who came out of nowhere! Blood and screams everywhere — it was terrible! I had no idea what was going on, but {Name} was in the room next door — so I decided we had to team up, or they'd cut us down one by one!
Help Jamandi Aldori +37xp Obj_3-GoToJamandi (4069301c5ff50b64a8aace3f30aafefb)
This is a nightmare! The mansion is swarming with cutthroats killing everyone they can find! Lady Jamandi is on the defense in the banquet hall — and we have to help her. And we have to gather anyone who is still alive along the way!
  • Break the door to the armory and find some weapons.
    Add_3-1_Armory (ae72375d5a74e834caebc4bb0cb78e3a)
  • Go through the trap-filled hallway.
    Add_3-2_Traps (621a127b102d64349a46d10b848d3be5)
  • Help the wounded dwarf.
    Add_3-3_Harrim (fa356dce72977e94684e32d0ac616c3b)
  • Go through the fire.
    Add_3-4_Fire (3446ad7fffcafb34292a52fb5e7157ec)
Help Jamandi fight the assassins +37xp Obj_4-HelpJamandi (96272efe0ddb1044d8c90ec622b75373)
How disgusting is the monster who has burst into the banquet hall — and how valiantly and gracefully is Lady Jamandi holding it off! We have to help her, or our journey would be over before it even started!
Speak with Jamandi +750+540xp Obj_5_TalkJamandi (fc19c916aff0ed14d9029e85a676a175)
We won — but it's a bitter victory. Of all the brave heroes who had assembled in this hall mere hours ago, only a handful still live. Does this mean our expedition to the Stolen Lands will be canceled? Let's see what the swordlord has to say!
I write this in the same banquet hall in which we just finished helping fight off a vile attack on the mansion. Our adventure started much earlier than I'd expected — and it turned out to be much crueler than I'd imagined. It pains me to think that so many of those who just recently heard Lady Aldori's speech are no longer with us. But still, against all odds, we venture forth!

Walkthrough[ | ]

  • The game begins on 15 Gozran (IV) 4710, 12:00.

Leave the hall[ | ]

  • Begin by listening to Jamandi Aldori and Ioseph Sellemius explanation for funding an expedition into the Stolen Lands.
  • Exit the Banquet Hall to the southeast.
  • Linzi will run into your room, after short dialogue an assassin will attack. Kill him.

Follow Linzi[ | ]

Help Jamandi Aldori[ | ]

  • Go through the mansion, on your way you will encounter:
  • Amiri who won't join your party yet.
  • A cutscene with Frost Giant.
  • A Dexterity DC 7 check +9xp to climb over rubble.
  • A chest with guards salaries, Tartuccio will advise to take the money. You can pick the money or leave it be, it will affect the final dialogue, but you won't get to keep the money in any case.
  • Jaethal who will join you, the three traps ahead can be either disarmed or safely walked over by Jaethal.
  • At the north side you can fine the rooms with statues, they are part of A Secret Room errand. See the quest page for more info.
  • In the courtyard you will meet Harrim, to get him in the party you need to pass either Diplomacy or Intimidate DC 15 check +18xp, or fail them both.
  • At Kesten Garess there is a burning room, entering it will activate Book Event (Fire in the Mansion).
  • After book event Valerie will join the party, but she will have Fatigued status regardless of your successes in Book Event checks.

Book Event (Fire in the Mansion)[ | ]

  • First segment:
    1. ...drenched ourselves with buckets of water. - will reduce DC of final checks by 6.
    2. ...tried to find a less dangerous passage. - will increase DC of final checks by 4.
    3. ...covered our noses and mouths before we rushed inside! - will advance you further, if you used second option then to the second segment, otherwise straight to the third.
  • Second segment, every option will advance you to the third segment.
    1. Reflex DC 11 check +9xp and Mobility DC 12 check +11xp - will deal some damage to whole party on failure.
    2. Athletics DC 12 check +11xp - will let you choose character who will take the damage, failed check will damage whole party.
    3. ...one of us heroically pushed the others forward, taking the weight of the blow themselves! - will let you choose a character who takes damage. Presumably more than [Athletics] option.
  • Third segment, the DC of the checks will depend on your choices in first segment.
    1. Athletics DC [9,13,15,19] checks - to save the guards.
    2. Diplomacy DC [10,14,16,20] checks - to forget about guards and move on.
  • Failure at either of the checks will deal damage to the whole party and cause them to be Fatigued for 5 hours.
  • Your decision about the guards will affect Valerie's final quest.
  • The most experience can be gained by selecting ...tried to find a less dangerous passage. then ...covered our noses and mouths before we rushed inside! then passing [Mobility 12] check, and finally passing [Diplomacy 20] check.

Help Jamandi fight the assassins[ | ]

  • Go to the Banquet Hall and kill all the bandits in there.
    • Proceeding through the door at the end of the hallway will prompt your first loot transition; most transitions from floor to floor of a dungeon or from an area to the world map will open a loot table with all items that are being left in the area. This includes items from enemies, lootable objects, and hidden caches that have been spotted via a Perception check, but does not include items from hidden caches that have not been spotted yet, and creatures that are skinnable cannot be skinned from this loot table. This convenient tool allows you to be sure you've picked up all the loot that you've earned in an area, while also allowing you to cruise through an area more quickly without having to stop and loot everything that you have slain, and even giving you an opportunity to more quickly offload loot that is weighing the party down by dragging and dropping or double clicking items in your inventory directly to the ground.

Speak with Jamandi[ | ]

  • After the battle is over, speak with Jamandi Aldori.
    • After conversation you will be moved to the global map, so don't forge to collect the loot (or drop what you don't need).
  • During the dialogue Tartuccio will accuse you of being a Pitaxian spy. You will get 3 chances to persuade Jamandi that you are innocent, if you score at least two you get extra +125xp in the end.
  • First check:
    1. Diplomacy DC 10 check +9xp if you have Tartuccio's Present equipped or in inventory.
    2. [Show your hands] "What ring? What are you talking about?" - if you don't have the ring equipped. This is auto-success.
    3. "I have no connections to Pitax — but Tartuccio's name, accent, and clothes seem like he came straight from there! Which of us looks more like they might be Irovetti's spy?" - if you passed hidden Knowledge (World) DC 9 check. This is auto-success.
    4. [Attack] "Liar!" - This is auto-failure.
  • Second check:
    • Diplomacy DC 15 check +18xp if you stole the money from the armory, Diplomacy DC 11 check +9xp otherwise.
    • It comes with (Lawful Neutral) and (Chaotic Neutral) versions. Valerie will join you with Lawful choice, Harrim will join you with Chaotic choice.
  • Third check:
    • Diplomacy DC 15 check +18xp if you didn't save people from the fire, Diplomacy DC 11 check +9xp otherwise.
    • It comes with (Neutral Good) and (Neutral Evil) versions. Linzi will join you with Good choice, Jaethal will join you with Evil choice.
  • Amiri will join you regardless of your choices. The two companions that didn't join you will follow Tartuccio, but you will be able to recruit them later.
  • You will also get Camping supplies and rations x4, Signed Scroll of Raise Dead and also the aforementioned +125xp if you managed to pass at least 2 checks.
  • After that you will be moved to the Global Map.
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