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Witch Hunt
Pathfinder: Kingmaker

Witch Hunt

Complete the Witch Hunt quest in pathfinder kingmaker by ambushing cultists at the Shrine of Lamashtu and investigating the Secluded Lodge.

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Complete the Witch Hunt quest in pathfinder kingmaker by ambushing cultists at the Shrine of Lamashtu and investigating the Secluded Lodge.

Walkthrough
  1. 1
    Head to the southeastern edge of the South Narlmarches to reveal the Shrine of Lamashtu on your map. Travel east from the Secluded Lodge, or southeast from the Secluded Lodge, to reach it.
  2. 2
    Arrive at the Shrine of Lamashtu and head north to find Kesten Garess. Speak with him and indicate when you are ready to begin the ambush.
  3. 3
    After the cultists arrive and discuss their goddess, engage them. Prioritize the Priest of Lamashtu, who will cast spells and channel negative energy. Three Cultists and one Priest of Lamashtu will attack. One cultist is a 10th-level Fighter who can cast Haste.
  4. 4
    After defeating the cultists, loot the Priest of Lamashtu for a Bloodstained Piece of a Manuscript.
  5. 5
    Search the area for additional loot: find a Taldan Warrior’s Dog Tag southeast of the fight, a Token of the Dryad west of there near a stream, a Melted Shard of a Ring near a smaller shrine west of the main shrine, and a chest east of the large sitting statue containing Gift of Death, a Kukri +2 that deals 2d6 bonus damage vs good foes and +2 damage vs stunned, paralyzed, nauseated, and frightened foes.
  6. 6
    Exit the area to the north to pursue the runaway cultist, initiating an Illustrated Book Episode.
  7. 7
    In the Illustrated Book Episode, choose between a [Dexterity 17] check or a [Mobility 21] check. If you fail, you will get a [Reflex 18] or [Reflex 10] check, respectively, to recover. Failing both leads to the Secluded Lodge area.
  8. 8
    If you passed the Dexterity check (or subsequent Reflex save), you can choose between a [Perception 20] / [Intelligence 13] check or an [Athletics 20] check to track the cultist. Failing both Perception/Intelligence checks or the Athletics check means you fail to track the cultist.
  9. 9
    If you passed the Mobility check (or subsequent Reflex save), choose between a [Strength 18] and [Intimidate 20] pair, or a [Dexterity 18] and [Perception 20] pair. Passing one check in either pair tracks the cultist; failing both means you do not.
  10. 10
    Regardless of success or failure in tracking, you will arrive at the Secluded Lodge. Kesten will offer three options: let him harass the guests (his instincts are poor), conduct a lengthy search, or choose the [Chaotic Neutral] option, which is surprisingly effective.
  • For rendezvousing with Kesten: 135 XP
  • For defeating the cultists: 135 XP
  • For tracking down the cultist: 225 XP
Tips
  • The Priest of Lamashtu should be your primary target due to his spellcasting and negative energy channeling abilities.
  • The cultists are less dangerous than other beasts you have encountered recently, except for the one Fighter who can cast Haste.
  • The Illustrated Book Episode for tracking the cultist offers multiple paths with varying skill checks. The [Mobility 21] check is generally considered easier than the [Dexterity 17] check.
  • At the Secluded Lodge, the [Chaotic Neutral] dialogue option is a surprisingly effective way to proceed.

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