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The Jaunt

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The Jaunt
Questline
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Quest Info
Quest Giver


Big Quote Left.png
Blacksmith Radovan's cart, that was headed to Semine with a load of equipment, has gone missing. Besides the cart, it's crew has gone missing too - the hands Ventza and Franzi - and I'm supposed to find them. That is, especially the cart and its cargo. Those two fellows are less important.
Big Quote Right.png
- In-game description

The Blacksmith's Son is a side quest in Kingdom Come: Deliverance II, where the player learns the mechanics of blacksmithing.

Quick walkthrough

  • Head to Semine.
  • Defeat Jurko in a fight.
  • Meet Gnarly and Lord Semine in the courtyard.
  • Follow Semine and Gnarly.
  • Talk to Gnarly.
  • Duel with Lord Semine.
  • Get your performance judged.
  • Carry on to Troskowitz.
  • Talk to Gnarly and Lord Semine.
  • Talk to the bailiff.
  • Go back to Lord Semine.
  • Follow Lord Semine and Gnarly.
  • Investigate the area of the crossroads by the cemetery.
  • Investigate the area of the crossroads by Apollonia.
  • Follow Lord Semine and Gnarly and keep your eyes peeled.
  • Go scouting.
  • Attack the patrol.
  • Find out what happened to the missing cart.
  • Get closer to the camp.
  • Attack the camp.
  • Catch the hired hand.
  • Talk to Gnarly.

Detailed walkthrough

Upon entering Semine and passing the guard, a cutscene plays, showing a man drinking with a group. He mistakes Henry for a servant and orders him to fetch more wine, leading to an altercation between Henry and Jurko. Captain Gnarly intervenes, stopping the fight and publicly humiliating Jurko. He then questions Henry about his identity, prompting Henry to explain that he was sent by Blacksmith Radovan to find the wagon and his hands Franzi and Ventza. Gnarly then escorts Henry to meet Lord Jan Semine, who is talking to Dorothy regarding the wedding preparations. where Henry reports the missing cart. Gnarly insists on bringing Henry along to search for it.

Follow Gnarly to the courtyard and speak with Groom Ballatay, the horse trader, to retrieve the gray horse mentioned earlier. Henry realizes it is Pebbles, his horse during the beginning of the game. Once ready, speak with Jan Semine, mount the horse and follow Captain Gnarly and Lord Semine as the search continues. If the player character arrives in Semine during the afternoon or evening, Gnarly will tell Henry to stay overnight to begin the search at sunrise, as it is too late.

Heading east towards Troskowitz

Upon arriving in Troskowitz, Lord Semine instructs Henry to speak with the bailiff regarding the wagon’s whereabouts. Bailiff Thrush reports that the wagon sped through town at, heading east toward Apollonia while losing bags of charcoal along the way.

Following the trail, the player reaches the cemetery crossroads, where Lord Semine assigns Henry to search the left path while Captain Gnarly investigates the right. The player may choose to question Gravedigger Ignatius for information about the wagon or simply follow the road directly, where a bag of charcoal can be found as evidence of its passage.

Apollonia crossroads

At the crossroads in Apollonia, Lord Semine will remark that there are no cart tracks. He will insruct Gnarly to check the road ahead and Henry to check the small branching path before. Following the small path north, Henry will find an abandoned cart deliberately covered up. Inform the two about the discovery, and follow them through the path on foot.

As Henry approaches, a group of men can be heard conversing. The player may choose to inform the others about the discovery, but if they remain silent, one of the men will eventually notice it.

By moving closer to the camp while staying hidden, Henry confirms that it is a three-man patrol. After reporting back, the player can decide whether to charge in directly or position Henry on higher ground to eliminate the patrol from a distance.

Gules and the bandit camp

After Henry reports back to Gnarly, a cutscene plays, revealing another bandit camp where the missing hired hands are being held. Lord Semine and Henry create a distraction while Gnarly prepares his crossbow. Following the cutscene, combat begins against the bandits.

Once the enemies are defeated, Gnarly instructs Henry to locate Ventza, one of the hired hands, who fled during the fight. If the player passes the skill checks, Ventza can be persuaded to return, with Henry offering to vouch for him and reduce his punishment. Failing the checks causes Ventza to flee, leaving the player with the choice to either let him go or eliminate him.

Reporing to Radovan

Return to Blacksmith Radovan and report your findings. He rewards Henry with a rusted plate and requests help forging a special blade for the wedding in Semine, in exchange for access to the wedding. The only suitable metal in the region is with Ambrose the Hermit, who has a broken sword supposedly made out of true Toledo steel. He is a recluse who has recently begun to refuse visitors. Locals fear him, believing he has made a pact with the devil. After this conversation, the quest The Hermit starts.

Strategies

Notes