You have come to Kenabres, the city that has withstood the demon attack for decades but now has been overrun by Deskari's minions. You wake in Defender's Heart and begin your battle to free the city. In this section you have quests to fulfill, but for the most part you can finish them in any order you choose. Once you finish the Burning City quest by retaking the Gray Garrison, Kenabres will be closed to further adventuring so make sure you do everything you want to do before that final battle.
Tip: Go to the Blackwing Library as soon as you finish the Divided City quest. Rescuing the other scholars with the Storyteller is the only way to get the help of the Knights of the Flaming Lance for your assault on the Gray Garrison and later.
You wake up in a bed with Irabeth standing over you and gain 920xp. You are immediately given the next step in the Gwerm Family Secrets quest – talk to Horus Gwerm. Conversation with Irabeth leads to the following quests: Spies Amidst Our Ranks (The Tower of Estrod is revealed, and you get 54xp), The Burning City, A Common Cause, and A Friend in Need is a Friend Indeed. Irabeth also gives you the location of her and Anevia’s house (The Tarabade Residence) and tells you to stop by there and help yourself to some supplies they have stashed. For now, this is your resting place.
Before leaving the room, inspect the chest at the foot of the bed. This is your Personal Chest and will hold items safely. Other Personal Chests are connected to this one, so you will be able to access your stash at any location that has one. You may find some goodies inside the chest if you’ve purchased any of the DLCs.
Outside the room, Anevia stops you and tells you how important your mission is and how defenseless they will be when you leave the inn. If you offer to stay, she tells you that your mission is too critical. You get the quest A Stay of Execution. If you ask her what else she wishes to discuss, she explains that the hole the demon lord cut in the city divided it in half. You get the quest Divided City which has you going to Market Square to find a way to bridge the gap and enable travel between the two halves. If you are a Rogue, Amelia gives you 2 scrolls of Invisibility and a potion of Haste before you leave.
You will want to talk to Anevia again before leaving Defender’s Heart, she has some information on interesting locations.
There are three levers on the walls. If you arrange them with the East lever up and the other two down, it reveals a panel under the shield on the East wall that will open a secret room next to the cell. In the cell, you find a letter from the previous owners of the inn. You also find a Headband of Alluring Charisma +2, an Elemental Essence, a potion of Lesser Restoration, and scrolls: 4 x Magic Missile, 2 x Mage Armor, and 2 x Shield.
A DC 13 Perception check will find a trap when you first enter this location. It is only DC 9 to disarm, but you have to maneuver around it to do so. Be careful not to move any further onto the map than you have to because cultists are waiting farther up the street: A Neophyte Barbarian (Bar 1), Neophyte Fighter (Fig 1), and Neophyte Wizard (Wiz 1).
Going South from the encounter, you will be able to get about 27gp worth of loot. Going North, you will find a trap (Perception DC 16). Standing over the disarm location for the trap is The Mysterious Stranger. When you approach him, he makes a cryptic comment and walks away. The disarm for the trap is DC 10.
Entering the Silken Thread Atalier, you see two Neophyte Barbarians (Bar 1) standing guard. In the room behind them is Kervil the Sparkling Fist (Kineticist 5). Kervil is wearing Unbending Armor (+1 Studded Leather, DR 3/Piercing), and a Lesser Kinetic Diadem (increases damage done by the kineticists energy bursts). Three loot stashes in the room contain various ingredients.
This encounter takes place the first time you leave the Market Square.
If you go South when you first enter the map, you will find some loot. There are three extra loot stashes that Perception checks will reveal. The first is treasure, the second is gold and a couple of potions, and the third is the Sword of Detriment (+1 Longsword that does an additional point of Negative Energy damage on a hit).
Going East, you will see Nenio. She is talking to herself about her appearance and seems to be preparing for some form of experiment. She notes the presence of your party but will not answer questions at this time. Nenio then moves farther East and confronts a band of Baphomet Cultists. Pretending to be one of them, she begins interrogating them on their knowledge of Baphomet. They don’t do well. If you provide the answers, Nenio asks you not to interfere (but you get xp, so interfere). After the third question, one of the cultists leaves in disgust. The others attack your party while Nenio watches and takes notes.
Before the disgusted cultist leaves, the group consists of two Baphomet Cultists (Cle 3 Fig 1), a Neophyte Sharpshooter (Fig 2), and a Cultist Archer (Fig 4).
Once they are defeated, you see an observer (The Mysterious Stranger) who makes a cryptic comment then leaves.
Now Nenio quizzes your group. The answers to her questions in order are “Red & White”, “No”, and “Architect of the Worldwound”. Regardless of how you do on the quiz, Nenio wants to ‘hire your group’ to guard her while she performs her experiments (essentially joining your group). If you refuse her, she will no longer be available as a potential party member.
Tip: If you don’t want her as a group member at this time but still want her to be available, accept her offer, but don’t add her to your party. She will be available in Defender’s Heart along with the rest of your potential companions.
In the first room are a Cairn Wight (Undead 4) and a Wight (Undead 4 Fig 5). When combat starts, a second Cairn Wight comes from the back room to join the battle. The Cairn Wights are carrying standard equipment. The Wight is wielding Ice Breaker (+1 Cold Iron Battleaxe, on a confirmed critical everyone in 10 feet takes 3d6 Cold damage). Spread through the room are some ingredients and minor treasure.
When you move to the backroom, a DC 20 Perception check will reveal Tempest (+1 Cold Iron Orc Double Axe, one side does an extra point of Cold damage, the other side does an extra point of Sonic damage).
There is an open door to the North and one to the West. Tip: Go to the West room first (the one that is at the top of the screen when you enter).
A Cambion Alchemist (Outsider 3 Alchemist 7) and a Mimic (Aberration 10) are in the West room. After the battle, you will find several ingredients, and a recipe; Fish on a Stick. The Mimic is carrying the Light Crossbow of Oracle’s Misery (+2 Lt Crossbow, if wielded by an Oracle, on a confirmed critical the target must make a DC 22 Will save or suffer the effects of that Oracle’s curse as though at 1st level, but without the benefits. This effect is permanent until removed).
In the North room is a Mimic (Aberration 10) disguised as a chest. If you engage the Mimic in combat, the Cambion Alchemist and Mimic from the West room will attack you if you haven’t already defeated them. The actual treasure in the room is a few ingredients.
Exploring the area outside the residence, you will find two Entranced Fighters (Fig 5) and a Vermlek Necrophage (Outsider 4). They have standard equipment.
Entering the residence, you will face an Entranced Fighter (Fig 7) who prevents your entry into the next room where a Succubus (Outsider 9) waits. The Succubus has a Cloak of Disguise (Cloak of Protection +1, +3 to Stealth skill checks). The Fighter has standard equipment and a +1 Rapier.
In the room, a DC 12 Perception check will reveal the hidden stash. Inside is a letter from Irabeth to Amilia, 850gp, 5 Diamond Dust, and a book.
The first time you sleep outside of Defender's Heart, you will realize that something is wrong. This is the effect of the Worldwound.
When you visit Defender's Heart and talk to Vissaliy Rathimus (the cleric), he will tell you that Defender's Heart and other places are consecrated. Resing in consecrated places will remove any corruption you have suffered from being out among the Worldwound.
This quest is given to you by Woljif in the basement of Defender’s Heart. He wants you to talk to Irabeth and get him released from jail.
When you talk to Irabeth, she agrees to release him into your custody. He is a member of the Thieflings, a group of tiefling thieves. When he is released, he reveals the location of the Thiefling Hideout and tells you that Big Sister Kerismei wants to peak to him, and it can’t be good. He wants you to come along and look tough while he deals with whatever the situation is. This starts the quest, Stolen Moon.
Woljif gives you this quest when you release him from jail.
Thiefling Hideout: When you get to the Thiefling Hideout, you see Big Sister Karismei threatening five tieflings who are on their knees against the wall. She accuses Woljif of being the traitor who ratted out the group and got them caught on their last job. Woljif proclaims his innocence and offers to capture the real traitor so Big Sis can kill him (or her) instead. He turns to you and says you can talk to Irabeth since you know her and clear this up.
If you decide to attack them, you will be facing 5 Tiefling Rogue 4 and 9 Tiefling Rogue 2 with ranged weapons. They all do sneak attack damage.
If you pick the lock on the vault door, they will attack. Taking the rest of the treasure lying around the room doesn’t cause a reaction. In the sleeping area in the back is a very useful item – Lockpicker’s Kit I (+1 to Trickery skill checks).
If you say that this is none of your business and stick to that, Woljif will be taken by Karismei and will not be available as a party member.
Talk to Irabeth: She says her informant wore a cloak but had long horns that wouldn’t stay hidden under the hood. She suggests you talk to the golem’s head from the Ancientries and Wonders Shop and discover what it saw. The codeword for the golem is ‘Hand of Irori’. The location of Ancientries and Wonders is revealed on your map.
Ancientries and Wonders: Under a table, you will discover Finnean the Talking Weapon. Finnean was a member of the Pathfinders Society and got into some trouble. He is now a weapon but doesn’t realize it. He thinks he’s still human. He will join your party and can assume any weapon form you want him to. If a character equips him, he will grow in power as you progress along his companion quests. Initially, he is a +1 Cold Iron Ghost Touch weapon of whatever type you choose. When you get back to Defender’s Heart you can talk to Hilor about Finnean and he can give you a little more of his history. If you ever tell Finnean to shut up already and you’re going to sell him to the first merchant you see he will lose his power and no longer be available for conversation or advancement.
In the bookshelf at the back of the room is Pipefox, a familiar that can be assigned to any character. It adds +3 to Knowledge (Arcana) checks, and +2 to Perception when active. (Put it on the belt of the character, then open the belt and click Pipefox.)
When you speak to the golem’s head, it asks for the codeword first (remember, it’s ‘Hand of irori’). You can then ask it about tieflings that have visited the shop. To talk to the master and get more details, you will need to get to his hiding place, which is the basement. After the conversation with the golem, you can move the golem’s remains away from the entrance to the basement with a successful Athletics check and talk to Fyllemen Frulliatros, the owner.
You can attempt a DC 20 Bluff or DC 19 Intimidate check to convince Fyllemen to talk. Succeeding at either check reveals that the middle-aged male was wearing a cloak, and the tall female purchased some supplies for the crusade. As an added bit, after the guard caught and took away the thieflings, somebody else entered the shop and made a lot of noise while Fyllemen was trapped in the basement. If both of them fail, Woljif can “talk” to him and scare him into giving you the information. If you attack Fyllemen, he is a Humanoid 2 armed with a mundane club and has no treasure.
Back to Thiefling Hideout: Here you get to inspect the thieflings awaiting judgment. Only one fits the descriptions you’ve been given, Melroun. Once he is exposed, Big Sis sends him out for interrogation.
If you ask to join the family, you are told it is for tieflings only. If you are a tiefling, then Big Sis says she will mention you to her superiors, you’ve impressed her, and she will give you a Thiefling Ring (+2 on Trickery and Stealth checks, if you are a tiefling, the bonus is +3).
Otherwise, when you try to leave, Woljif demands the apology that was part of the deal. Big Sis gives it to him, but it is not a good one. You can do a DC 20 Diplomacy check to get a genuine apology out of her. If you want, you can try a DC 22 Intimidate check to get her to apologize to you also. If this check succeeds, you get xp and the key to the Thiefling’s Vault. If you don’t get the key to the vault, you can still pick the vault door after she leaves, so it isn’t a total loss.
In the vault, you find a DC 13 trap which will have to be disarmed. There is also a secret door that requires a DC 23 Perception check. The vault holds a loot chest and crate. There’s 44gp worth of stuff, an ingredient, and a Ring of Sharp Strike (if you wearer successfully shoots someone in melee combat, the target will suffer a -1 to attack for 1 round). Behind the secret door, you find a couple of mundane weapons, 1500gp, and the accounting book for the Thieflings.
After finishing the quest, Woljif says he wants to talk to you about something after leaving here.
When you speak to Woljif, you find out that he had the treasure the thieflings were looking for the whole time. He tells you that he owes you one and if you need anything, he has connections that can get some rare and unusual items for you. You can now trade with Woljif.
As soon as you move into this area, you will see the Vision of the Herald come out of the wall and complain about demons taking the city.
If you have used the Rage when facing a demon: The Vision of Eliandea comes out of the opposite wall and complains about the evil she sees in you. Then the Vision of Targona comes out and complains some more. Then the Vision of Yaniel (Pal 4, this is the Paladin that wielded Radiance) comes out and makes it clear that they are pissed at you. She makes a pronouncement, then attacks.
One hit will dissipate the Vision of Yaniel. You can then talk to the other visions. The Vision of the Herald just keeps repeating his opening phrase. So does the Vision of Eliandea. The Vision of Targona tells you that they are memories, and this place is dedicated to keeping memories of heroes alive. They attacked you because you have the taint of evil in you (you succumbed to the rage before attacking a demon). If you attack her, she dissipates on the first successful strike.
If you have only used the Light of Heaven when facing a demon: The Vision of Eliandea comes out of the opposite wall and praises the good she sees in you. The Vision of Yaniel (the Paladin that wielded Radiance) comes out and says they will stand shoulder to shoulder with you against evil. Then the Vision of Targona comes out and calls you a brother and casts Angelic Aspect on your group with a 30-minute duration (Acid, Cold resist 10, DR 5/evil, +2 deflection bonus to AC, +2 resistance bonus for saves against attacks made or effects created by evil creatures). The Vision of Targona then dissipates.
If you arrive before the demon attack on Defender’s Heart: The front door is locked from the inside. Greybor calls down to you that there are enemies throughout the tower. There is a path to the upper level made of debris at the North end.
Once you get to the top, you witness an argument between two of Baphomet’s followers, Kilas and Faxon. Kilas says they should gather their forces and wait until told to attack Defender’s Heart. Faxon says they should be out looting the city. Kilas smacks Faxon down and tells everyone that he is in charge. Greybor lets you know that he is a contract killer hired to kill Kilas, but he had to hold back on fulfilling the contract when the rest of the demons showed up. He says you can’t win in an attack against them right now, and if you do attack, he will only kill Kilas, then flee. That’s his contract and he doesn’t kill for free. (Yes, I know. That rhymed.) He suggests that you go back to Defender’s Heart and warn them of the upcoming attack. Once the demons have depleted their forces attacking Defender’s Heart, then you can come back here and clear out whatever is left.
You can attempt a DC 19 Mobility check to the South. Failure leads to an attack. If you succeed, you are now in a position to do a DC 13 Athletics check on a pillar that is lying on the ground. Success sends the pillar rolling into the demon group and causes 15d6 damage to an Abrikilandru, a Dretch, and a Deskari Cultist. Battle begins.
Or you can attempt a DC 12 Mobility check to the North. Failure leads to an attack. If you succeed, you can try a DC 12 Athletics check to drop a pillar onto the group. It will do 15d6 damage to two Dretches and an Abrikindilu. Battle begins.
If you are really good, you can get two people in place before sending either pillar into the group, then follow one pillar up with another when battle starts.
If you attack, Greybor will take out Kilas in the first round as promised. If you haven’t used either of the pillars to reduce the opposition, you will be left facing Faxon (Witch 7), two Templars of the Ivory Labrinth (Cle 1 Fig 1), two Deskari Cultists (Cle 1 Fig 1), two Abrikindilu (Outsider 5), and four Dretch (Outsider 2). Faxon will use Fireballs. If you win, they are carrying some masterwork weapons, several scrolls, Kilas was wearing Half-Plate, and Faxon has Heavy Mace of Fire (+1 Heavy Mace, +1d3 Fire damage on a hit).
If you choose to go to Defender’s Heart and warn Irabeth, you will gain some xp and Irabeth will tell you that the demons won’t be attacking soon, but she’ll let you know.
If you arrive after the demon attack on Defender’s Heart: The front door is locked from the inside. You will have to go up the debris to the North. As soon as you get to the top, Faxon sees you and challenges you. Initially, there are two Abrikindilu (Outsider 5), a Dretch (Outsider 2), two Templars of the Ivory Labrinth (Cle 1 Fig 1), a Cultist Archer (Fig 4), and Faxon (Witch 7).
If you succeed on a DC 21 Intimidate check, everyone will appear to leave except for Faxon, one Abrikindilu, and the Dretch.
Either way, you can question Faxon before the attack. You find out that Faxon has been punished by Minagho because he let Kilas take charge. But nothing else interesting.
If you call out a judgment on Faxon, your party will get a Blessing from your deity (or Faxon’s will get a curse if you worship an evil deity). Side note: Angelic Aspect, Abadar’s Blessing, Asmodeus’s Curse, or any other effects from the judgement have a descriptor to show the effects. I had to look up Angelic Aspect to get the stats. Abadar’s Blessing seems to give +1 to Attack, +1 to AC, and +1 to Reflex saves, but I don’t know if there are any other benefits. I don’t know what Asmodeus’s Curse does.
When the battle begins, if some of them were intimidated, a Templar of the Ivory Labrinth only pretended to defect and is actually waiting for you at the bottom of the cave in. An Abrikilindilu will also change his mind and come up the rubble to attack your party from behind, so watch out if you’ve left any archers or spell casters up there.
On the South side of the ground floor is a hidden +1 Buckler. Perception DC 16 to find.
When you go up the stairs, you will find a trap (Perception DC 10, Trickery DC 12 to disarm).
Basement: The basement consists of a central area surrounded by four rooms and the entrance to the staircase. If you approach the central area, Telmer will run out to find out what is going on. Telmer is a scribe and aide to Lord Xanthir the Plagued One. He will tell you that he is cataloging the artifacts as quickly as he can, and ask what has happened to Faxon. If you ask where the museum curator is, he will tell you that he is in the gallery. Whether you tell him to back off or attack him, he will panic and start eating the papers given to him by Xanthia to keep them out of your hands. Unfortunately for Telmer, the papers are plague-ridden and he starts to die. You can perform a good action and save him. This will give you the chewed-up papers and Telmer will run away. You can perform an evil action and watch him die, or you can put him out of his misery. Either of these last two actions results in you getting a mostly destroyed letter with a lot of parts missing. Telmer has a masterwork weapon and standard equipment.
In the first room from the staircase, you will find some minor treasure, ingredients, and the Museum Almanac.
In the second room, continuing clockwise, is about 69gp worth of treasure and two more copies of the Almanac. Rummaging around in here is Telden, the museum curator. He is quite senile and has to look at a card on his chest to remember his name. He will show you the keys to the museum. He will tell you about thieves that ransacked the place. He will tell you that the thieves stole the Wand of Zacharius, his master. He will be astonished when you tell him the nice half-elf that he was helping was actually a Baphomet worshipper. And he will tell you about one of the paintings in the museum. If you ask him for the keys he will object. A DC 20 Diplomacy check will convince him to give you the keys. A DC 16 Trickery check will steal the keys. If you tell Telden that he can be safe at Defender’s Heart he will refuse, saying he has to stay here and keep the museum safe.
If you attack him (an Evil action) he is a 4th level Wizard with a wand of Magic Missiles. You will get the keys and some scrolls.
The third room is locked. Inside are three traps (Perception DCs 10, 14, 15; Trickery DCs 10, 12, 8). You will find some treasure, some ingredients, Entrapping Longbow (+1 Composite Longbow, on confirmed critical all enemies in 10’ must make a DC 13 Reflex save or be entangled for 1 round), and Grace of Peace (+1 Cold Iron Kukri, +2 damage vs. Undead).
The fourth room is also locked. Inside you will find some minor treasure and Lady Cassandra’s Chainshirt (+2 Mithral Chainshirt).
Leaving the Tower: If you got Angel’s Blessing, the Vision of Targona appears as you are leaving and tells you that as long as you use the Light of Heaven and don’t succumb to the rage, there will be other forces that will help you in your battle against the demons.
Anevia has asked you to pick up any troops that you might come across and gain their help to retake the Gray Garrison and fight the demon war.
There are four groups that can potentially be recruited to the cause:
After you visit several sites in Kenabres you will be called back to Defender’s Heart to fend off a demon attack. (It seems to be seven locations. Visiting the same location a second time counts as another location)
If you choose not to return for the demon battle: Joran’s inventory will be gone (the blacksmith in the courtyard). He will still buy items but will have nothing to sell except what you sell him. In the courtyard a cart filled with dead soldiers has 1254gp and some weapons that you can pick up. The entire courtyard is devastated.
Inside Defender’s Heart, you see more devastation. As soon as you approach Irabeth, she lets you know that half of their forces died and most of the others deserted. The help that you were going to get to assault the Gray Garrison is severely reduced.
If you choose to help, you will immediately be returned to Defender’s Heart. Before the battle begins, I suggest you sell all of the treasure you’ve accumulated, buy supplies, and then talk to Irabeth. She will give you time to rest before the battle if you need it. When you are ready, let her know. You are allowed to choose your party at this time. (I recommend four fighter types and two archers if you have them.) Irabeth will tell you that your priority is to kill the Alchemist Cultists because they have been stocking up on Alchemist’s Fire to burn down Defender’s Heart.
When the battle begins, Alchemist’s Fire takes down the gate on the East side of the compound, and Neophyte Fighters (fig 1) start rushing in. Get all of your characters to this location and hold back the tide. Make sure you keep healing your fighters because it is bodies that you need in front of this breach for the first rounds of combat. The enemy will be coming in several large waves and trying to get past you into the inner courtyard. There are Crusader archers posted atop all of the buildings, and they rain arrows down on the attackers so the enemy does fall quickly, but there are a lot of enemies. Don’t go past the broken gate; not as many archers can help you, and it is easy to get surrounded. You don’t need to kill the enemy to win; you need to keep the enemy out of the courtyard.
Keep an eye on the buildings facing the street (right side of your screen when facing the broken gate). Neophyte Fighters and demons will climb the ladders. There is a group of fighters on those rooftops to protect the archers, but if they are killed you will lose all of your archers very quickly. Once you have your fighters in place at the gate and are satisfied that they can keep the breach closed for a while, send your archers over to help clear the bad guys from the rooftops.
After a few rounds, there may be a cutscene of a cultist appearing at the top of one of the buildings and killing the defenders. When the assassin is done, a couple of demons and some more cultists will be left behind. Send your archers after them if they aren’t already there. Keep your fighters guarding the breach. It takes several rounds for enemies to get from the top of the buildings down to street level, so your archers should have plenty of time to mow them down without being in danger.
Then the gate on the other side of the courtyard is breached.
Three Dretches, two Alchemist Cultists, and a Fiendish Minotaur Mincer (Monstrous Humanoid 6 Slayer 2) all come bursting into the courtyard. The strategy that I used was to send Seelah and my archers to deal with the new attack while the rest of my fighters continued to keep the hordes at bay. The Dretches and Minotaur will come into the courtyard while the Alchemists will stay near the broken gate and throw Alchemist Fire. Once all six of these invaders are killed, the battle is over, and you’ve won.
When you talk to Irabeth after the battle she gives you the weapon the Minotaur was wielding. Heavy Flail of Weakness(+1 Cold Iron Heavy Flail, on confirmed critical target suffers -1 to attack rolls for 1 round).
SE Quadrant of Market Square
Until you complete this quest, the only locations you can get to are The Market Square (this quest), Thiefling Hideout (Stolen Moon quest), Silken Thread Atelier (a location mentioned by Amelia), and the Tower of Estrod (Spies Amidst Our Ranks quest). Going to those locations may open up other locations that you can get to, but completing the Divided City quest will open up Kenabres for you.
When you first come to the Market Square, you will be at the midpoint of the left side of the map (where the compass rose is cut in half). You can do a DC 13 Knowledge (Arcana) check when you arrive to find that a magically induced earthquake caused the split. You are going to encounter Dretchs and Marauders in large numbers here. There is also a lot of mundane treasure to pick up. There are still guards of the Eagle Watch here, and you can occasionally help them in their battles. They aren’t very grateful though.
Moving West, you will fight a few minor demons, then come across some debris. A DC 12 Athletics check will make the debris into a bridge, joining the city’s two halves and completing the quest. There are still several items of interest in this corner of the square though, so don’t be too hasty about leaving.
A little South of where you created the makeshift bridge, you can find Kaylessa and move forward on The Outcast quest.
Ember: Ember is about to be sacrificed by a group of guards who believe shedding her innocent blood will let them consecrate their weapons so they can fight demons. She doesn’t seem afraid.
If you ask, “What’s going on here?” the guards are surprised. You can do a DC 16 Lore (Religion) check to tell them that Iomedae doesn’t want sacrifices, or choose a DC 15 Diplomacy or DC 14 Intimidate check to convince them this isn’t a good idea. Failing on any check results in combat. Succeeding frees the girl. You can now choose to send them all to Defender’s Heart or choose a Lawful action and insist that the one that came up with the idea be punished. If you choose punishment, the other two will kill him, then flee to Defender’s Heart. Ember will say that he was innocent. He was just scared and came up with a crazy idea (she’s very nice).
If you attack, they are three 2nd Lvl Paladins. Each of them has standard equipment and 2 potions of Cure Lt Wounds.
If you choose the Evil action of cheering them on, Seelah intervenes and stops them. They will all flee to Defender’s Heart.
If you choose not to interfere, one of the guards has a change of heart and tells the other two that they can’t sacrifice her. If you then ask what’s going on, they will kill the guard who changed his mind and attack you. You get 45xp. If instead you still choose not to interfere, he will convince his friends. You get 54xp, and they go to Defender’s Heart.
After you are done with the guards, Ember will comment on the events. If you end up attacking Ember, you find that she has a couple of scrolls and a mundane light crossbow. If you ask her to join your group, she will. During the dialogue, if Wenduag is with you, she will speak against Ember, claiming she isn’t what she seems. If Woljif is with you, Ember will claim that they used to play together. Despite her distaste for fighting, Ember will fight alongside the party if she joins the group.
House by Ember: The entire episode with Ember takes place in front of a house that you can enter. Inside are 3 Rat Swarms. If you don’t have any Alchemist’s Fire or Acid, this is a more difficult fight than you would expect. There is a DC 11 Trap that needs to be disarmed to get to the chest in the back room. In that chest is some mundane equipment and a suit of Hide Armor +1. In a crate are some ingredients and a recipe – Seasoned Wings and Thighs.
A DC 16 Perception check will reveal that the bookcase is a secret door, behind which is an incomplete circle for a summoning ritual. Once you look at the circle, you have two options, Finish the Summoning Ritual (South choice) or Destroy the Summoning Circle (North choice). Finishing the ritual requires a DC 20 Knowledge (Arcana) check. If you fail, the circle explodes and everyone in the party takes damage whether they are in the room or not. Success summons a Vrock that teleports out of the room to cause mayhem (He will be North of the encounter with Hulrun and Ramien, killing crusaders). Destroying the circle gives you 90xp, and a cool poof of magic energy that lights the room for a second. There is a chest against the South wall containing some treasure.
NE Quadrant of Market Square
Across the Makeshift Bridge: Going across the bridge, you see a large pile of rubble that requires a DC 19 Athletics check to pass, or you can go West through the arch. If you cross the rubble, there are a couple of demons or a couple of rat swarms to fight. They are easily dispatched. After that are a few giant fiendish insects. There is a hidden chest by the insects that a Perception check will reveal.
(If you go through the arch, you will be in the NW Quadrant, you will fight a few fiendish insects, then have the Hulrun and Ramien encounter.)
After killing the insects, there is a pile of debris to the North blocking the entrance to a cellar. Rubbledum the Actor, Kemh the Soundmaster, and Grandma Gretlen the Director are trapped in the cellar. A DC 13 Athletics check moves the rubble and frees them. You get some treasure and xp for succeeding. After talking to them for a bit, it seems that they are going to move to the cellar on the next street where Lambkin, their lead actor, resides. They believe Lambkin can keep them safe.
Continuing, you meet up with four ghouls (Undead 2), four zombies (Undead 2), a shadow (Undead 3), and a lesser shadow (Undead 1). Try not to take them all on at once. The paralysis touch of the ghouls can cause real problems when zombies surround you. If you then continue South, you will find the source of the undead. A Cultist Necromancer (Wiz 6) is leading two Baphomet Cultists (Cle 3 Fig 1). When you see him he animates three more zombies between your group and his. The Necromancer is wielding Dark Horn (+1 Cold Iron Glaive, does an additional 1d3 negative energy damage on a hit).
Continuing to the Northeast corner, you will come to the cemetery. A DC 13 Lore (Religion) check will reveal that a necromancer has been performing rituals here. Heading into the cemetery, a DC 20 Perception check will reveal a grave with treasure, a +1 Strength Throwing Axe. (The Strength characteristic lets you add your strength bonus to damage with a bow. I’m not sure how that applies to a Throwing Axe that lets you add your strength bonus anyway, but it must mean something.)
Moving West from the cemetery, you will watch a Nabasu demon kill three out of four guards. Those guards become ghouls and kill the fourth guard, then attack you. One of the guards has half-plate armor and all of them have 2 potions of Cure Lt Wounds.
West of there you will find a body with some treasure and a halfling moving back and forth among the bodies. This is Curl. See A Friend In Need is a Friend Indeed quest for details on this encounter.
If you move West from the encounter with Curl, a tree has fallen across the hole in the center of the market square that you can use to cross the rift. It requires a DC 17 Mobility check. Crossing at the tree, you immediately are involved in a fight between four Fiendish Giant Centipedes (Vermin 1) and three Kenabres Crusaders. OR, if you completed the summoning circle and summoned the Vrock from the house by Ember, the Vrock (Outsider 9) will be here, and may have a few subordinate demons. The Kenabres Crusaders are already dead in this case. South of there you meet two Fiendish Giant Centipedes and two Fiendish Giant Flies. If you got to this quadrant through the arch, then you have already killed the Centipedes and Flies, and you would head North to join the battle (or fight the Vrock).
House of the Shadow Demon: If you don't cross at the tree, and instead continued West, you will fight 2 Neophyte Barbarians (Bar 1), a Cultist Evoker (Wiz 3), and a Neophyte Wizard (Wiz 1). Next to that location is a house that you can enter. Apparently, the owner was doing an experiment with a quasit. Here you will find his notes and a few items of treasure.
In the basement, you find a couple of dead knights one of which has scrolls of Fairie Fire and See Invisibility. If you continue further into the basement you will find a cave-in. If you try to clear the blockage, everyone in the room will take cold damage, and one or more lower-level demons may appear and attack you. You will take damage every time you try to clear the wreckage, demons will appear sometimes. You get no xp for defeating these demons, so summoning them gives no benefit. This is where the scrolls come in handy. Once one of your characters casts See Invisible (either by using the scroll, or adding it to a spellbook and memorizing it later), you will find that a Shadow Demon (Outsider 7) has been causing all of the problems. Faerie Fire will make the fight easier. Killing the Shadow Demon will let you clear the blockage and get into the next room. In there is a locked chest (DC 19) with some ingredients and the Wicked Longbow (composite longbow +2, when you score a critical with it the target must make a DC 20 Will save or be cursed: -1 to Will saves, -2 to Fort saves, -3 to Ref saves until the curse is removed).
Behind the house (you have to go to the West, past the Temple of Desna, then East to get behind the house) is a Babau demon (Outsider 7). He is wielding a +1 Cold Iron Shortspear and is standing over a small bag of treasure items. If you head as far East as you can go, a DC 17 Perception check will reveal a pearl and gold ring.
Tiger: Continuing West and a little South from the House of the Shadow Demon, you will find some treasure and a cat going through the trash. This is Tiger. A pet cat that can be equipped by one of your characters (+2 to Perception and Lore (Nature) checks).
Temple of Desna: The Temple is located in the upper corner. On the East side of the Temple (outside) are two Neophyte Fighters (Fig 2) and a Cultist Evoker (Wiz 4). On the West side is a hidden stash (DC 18 Perception to spot) of alcohol. Inside the temple you will find a book and some minor treasure. There is an alter to Desna here, but nothing else of interest unless you’ve begun the Starward Gaze quest. In that case Ilkes will be here, but he has no more information to give you.
Servant of Count Arendae: South of the Temple of Desna, a servant comes running up to you and pleads for your help to save his master from demons attacking his mansion. He tells you that there is a secret entrance that you can go through to get in, rather than fighting your way through the front door. This starts the No Better Time for a Banquet quest and reveals Arendae Party House on your map.
Baphomet Group: Moving East from the servant, you come across the blood trail of Terendelev. You are in the area that the festival was held. In this area are a Baphomet Cultist (Cle 1 Fig 1), two Neophyte Clerics (one Cle 2, one Cle 1), a Dretch (Outsider 2), and a Neophyte Fighter (Fig 1). They have standard equipment except for the Baphomet Cultist who is wearing+1 Half-Plate armor. Sticking out of a sign in this area is a Midnight Bolt (does 50 damage, cannot miss, damage cannot be ignored or reduced).
Aeon Encounter: East of the festival area, you come across a shimmering field that is making a sound. If you interact with it you will be given a vision of the past, present, and future. This is from the perspective of your character but provided by the Aeons, a group that strives to maintain order in the multiverse and is disturbed by the arrival of demons on the mortal plane. The vision of the past shows an Aeon being cut down by Deskari before the spell could be finished to banish him back to his plane. The present shows you a crystal that doesn't belong here, and you receive an item – Purple Stone Knife (Dagger +1, adds +1 to DC of all Evocation spells cast by wielder). The future shows a multiverse in perfect balance. Once you have looked at all three visions, the essence of the Aeon begins to dissipate. You have the choice of taking a step on the Aeon Mythic Path and accept the presence of the Aeon into yourself, or letting it dissipate. The Aeon Mythic Path is Lawful Neutral.
Hulrun and Ramien: South of the Aeon encounter you come across Hulrun, the Prelate of Kenabres, and Ramien, the Prior of the Temple of Desna, in an argument.
If you encounter them before the battle at Defender's Heart: Hulrun is accusing Ramien of being a traitor. Ramien is saying that he warned Hulrun about the weakening of the Wardstone and tried to fix the problem. Hulrun is currently guarding the rift with two 2nd level Inquisitors claiming that demons could come pouring forth at any moment. Ramien is saying that Hulrun should be rescuing people trapped in the rubble. When you approach, Hulrun recognizes you as the person he brought to the Market Square before Terendelev was killed and the demons attacked. He wants to know who you are.
Regardless of your response, the argument with Ramien continues with Hulrun wanting to hang him, and Ramien escaping.
Hulrun’s two companions are only 2nd level Inquisitors (they have standard equipment and some potions of Cure Lt Wounds), but Hulrun is a 13th level Inquisitor who wields the Sword of Right (+1 Cold Iron Longsword) and is wearing Adamantine Chainmail.
Once Ramien has escaped, you can choose to attack Hulrun (a Chaotic action) or talk to him until he leaves. Choosing the response “You seem to have suffered greatly” will let you make a DC 15 Knowledge (Arcana) check to give you information about Nabasu Demons and get some xp.
When the conversation is over, Ember (if she is with your group) says that she recognizes Hulrun. He burned her father at the stake and tried to burn her, but she doesn’t hold it against him. If you attack now, it is a Lawful action, but if you just continue the dialogue, you end up with the Feud of the Faithful quest – Kill Ramie.
If you encounter them after the battle at Defender’s Heart: If you didn’t get and finish the Feud of the Faithful quest before the demon attack, Hulrun has captured Ramien and is accusing him of being a traitor. Two of his fellow Inquisitors hold Ramien still while Hulrun prepares to execute him. If you do anything other than attack and kill Hulrun and his Inquisitors, Ramien is executed.
If Ramien is executed, then you have a chance to talk to Hulrun. If you tell him that Irabeth has taken command of the forces defending the city, he will go to Defender’s Heart to take command from the “upstart” Irabeth. Prelate Hulrun’s soldiers will join in defense of the city (see A Common Cause). Ramien carries a couple of potions of Cure Lt Wounds and a Virtuous Starknife (+1 Cold Iron Starknife, does an additional 1d3 damage to evil creatures).
If you kill Hulrun before he can kill Ramien, then you will talk to Ramien. In the end, you either have to attack him or send him to Defender’s Heart to join the resistance. If you send him to Defender’s Heart, the Initiates of Desna will join your forces (see A Common Cause).
If you saved Ramien, then Ilkes shows up. He was one of the initiates that tried to fix the Wardstone. If you didn’t save Ramien, then Ilkes is hiding behind an invisibility spell West of where the conflict happened and will appear when you get near him. He is worried about his friends, and if you offer to help, he will let you know that their names are Aranka and Thall. You get the quest Starward Gaze – find Aranka and Thall.
Scrawny Tiefling: Note that The Mysterious Stranger (the npc that made the cryptic comment during the Nenio encounter) is standing atop the building just South of the servant's position. Talking to The Mysterious Stranger just evokes a cryptic comment and he leaves. West of the Stranger is a tiefling trapped under some debris in the courtyard.
If Woljif is with you the first time you hear the tieflings: Two other tieflings are trying unsuccessfully to free him. It turns out that this is the location of a secret entrance to the Gray Garrison (see The Burning City quest). In the past, they have made ‘deliveries’ to soldiers stationed there. They of course are members of the Thieflings. If you help get the scrawny tiefling free, his companions will rally to the cause and the Thieflings will join the Crusaders in the fight against the demons (see A Common Cause).
If Woljif is not with you the first time you hear the tieflings: The tiefling is alone, stranded, his companions have run away and left him. It turns out that this is the location of a secret entrance to the Gray Garrison (see The Burning City quest). In the past, they have made ‘deliveries’ to soldiers stationed there. He of course is a member of the Thieflings. If you say [evil] “So you’re dying, what’s it to me?” he will offer you gold and tell you the location of their secret stash and freeing him from the rubble will no longer count as a Good action. (110gp. The stash is located at the bottom of the stairs you took to get up here. In the stash is a wand of Invisibility, a wand of Reduce Person, two scrolls of Protection from Evil [Communal], and two scrolls of Protection from Chaos/Evil, [Communal].) If you just ask “What’s in it for me?” he will tell you where the loot stash is but won’t give you any gold. If you just help him, he will be grateful, but give you no reward. The Thieflings will not join the Crusaders if Woljif isn’t with you for this encounter.
At the South end of the building are two Abrikandilu demons (Outsider 5). They don't have any treasure. At the far South side of the courtyard, you can do a DC 15 Mobility check to climb down the rubble and enter the SW Quadrant.
Rat Swarms: Down the stairs and East of the courtyard are three rat swarms (Animal 3). If you stay in the upper area and go to the East corner, you will be able to see the swarms as they move in and out of your vision. Have your archers shoot them from up there. They don't have that many hit points, but they can do some very annoying damage if you engage them in melee. Leaving this building and moving East there is a DC 17 Perception to find some pretty good treasure in the wall of the building there.
SW Quadrant of Market Square
When you enter the area (succeeding on the Mobility check from the NW quadrant) there is a bag that has some standard treasure, and a Sling Staff. Next to that are some Kenabres Crusaders. Moving East, there is some more treasure in barrels. Then you spot a Schir (Outsider 5), Neophyte Fighter (Fig 2), Neophyte Cleric (Cle 1), Neophyte Wizard (Wiz 2), and Neophyte Sharpshooter (Fig 2). Beyond them is another bag with loot.
Continuing East you meet a Cambion Fighter (Outsider 3 Fig 2), 2 Schir (Outsider 5), and a Cultist Evoker (Wiz 3). The Cambion Fighter has the Club with Nails (+1 Club, does an additional 1d3 piercing damage on a hit).
Mongrels: Moving North from the last battle, you come across five Mongrels. If they are mindless and Wenduag is with you, she says that if you show strength, they will follow you. Any action other than trying to Intimidate them leads to them attacking. If you succeed on a DC 16 Intimidate check, they return to the Shield Maze to await your orders.
If they still have their minds, they are a little bewildered by the surface. You can send them back to the Shield Maze to await your orders, or set them loose until the attack begins.
Raised Area: In the SW corner there are several small loot stashes. In the center is an Adrikandilu (Outsider 5) and two Vermleks (Outsider 4). In the SW corner is a burning building which a Lore (Religion) check will reveal was set ablaze by a Brimorak. A Brimorak is a pyromaniac demon. Next to the burning building is a house that you can enter.
House Next to Burning Building: There is some minor treasure when you first enter the building. Coming around the corner, you meet two Dretches (Outsider 2) and a Brimorak (Outsider 6). The Brimorak uses Fireballs and other annoying fire magic to fight. It is also wielding Abrupt Force (+1 Cold Iron Scimitar, once per round, when a hit is scored, the target must succeed on a DC 10 Fortitude save or be stunned). On a body in the room, you will find the Signet of House Vespertilio (once per day the wielder can gain a +5 Circumstance bonus to one skill for 1 hour). In the corner of the room is a Piece of a Holy Symbol (a piece of an artifact, if you can find an artisan and all the pieces you may be able to reassemble it [this is the Resotring a Gold Buckle quest that is completed in Section III]).
You can find Kaylessa in the SSE section of the market square. If your conversation with Forn revealed that she is a Drow, you can immediately identify her as the foe Forn Autumn Haze fought. She is wounded. If you succeed on a DC 17 Perception check, you will find that she is not guilty of the crime. You get 184xp when the encounter is done.
Let her go: If you let Kaylessa go, you will get 69xp when you tell Forn. If you are an elf, he will suggest that you have lost your perspective and should return to elven society. Otherwise, he just vows to continue the quest on his own and the quest is not finished as you have to wait for her nefarious plans to come to fruition.
Her plans continue in Section III - Outcast with the appearance of a Mysterious Elf talking to various people.
Kill her: Killing her is not hard; she is too wounded to fight back. She has a suit of leather armor and a Composite Longbow +3. Her last act is to hand you a letter that she has written. It details her history and how she became a Drow. When you return to Forn and tell him she is dead, he will give you a scroll of Death Ward and 69xp. If you give him her note to destroy, you get another 69xp. Killing her does finish the quest.
Speaking to Seelah, you learn that Jannaa was last seen in the Market Square.
Eventually, you will build the makeshift bridge that connects the two sides of the city. After that, if you head North then West, you will find a halfling named Curl who is moving bodies off the road (and might be robbing them). When you question him, he says that he is performing a very important task, clearing the road for his companions.
His companions are Janna Aldori and Elan of the Houndhearts, and they have liberated a beer cart from the destruction of the Market Square. Seelah is glad to see her old friends (if she is with you), and everyone is invited back to the Defender’s Heart for a round of beer to celebrate the living.
When you return to Defender’s Heart, Janna, Elan, and Curl are there. The whole tavern is celebrating with the beer that the three brought back. They have dubbed themselves The League of the Inspiring Cart. Seelah calls you over to the table, and you get a chance to get to know them. Of course, it seems that Elan has a problem. He lost the engagement ring he had recently purchased when he and his companions were forced to flee from a demon attack. He asks that you go back to his camp and retrieve the ring once the city is safe. Accepting the quest, The League of the Inspiring Cart (which can be completed in Section III) reveals the location of the Houndheart Campsite.
Ramien is standing on the West side of the road in front of the Temple of Desna by the fence. He is invisible, but if you pass close enough to him, you can detect him. If you don’t attack him, he will ask you to talk to Hulrun and see if you can straighten things out. When you leave to do that, Ramien also asks if you could locate the three adepts that tried to heal the Wardstone for him, and Ilkes (the first adept) appears. If you don’t attack Ilkes, you get the quest Starward Gaze. (If you complete Starward Gaze without killing Hulrun, then talk to Hulrun and let him know that Ramien just wants to put aside their differences, you will get several xp rewards, but fail the Feud of the Faithful quest by not killing Ramien.)
If you attack Ramien (Cle 10), Ilkes (Cle 3) will appear to help him. Ramien carries a couple of potions of Cure Lt Wounds and Virtuous Starknife (+1 Cold Iron Starknife, does an additional 1d3 damage to evil creatures).
If you killed Ramien, when you get back to Hulrun you can tell him that Irabeth has taken command of the forces defending the city and he will leave the rift and go to Defender’s Heart to take command from the “upstart” Irabeth. Prelate Hulrun’s soldiers will join in the defense of the city (see A Common Cause). If you let Ramien live, Hulrun immediately brands you a traitor and attacks. Hulrun’s two companions are only 2nd level Inquisitors (they have standard equipment and some potions of Cure Lt Wounds), but Hulrun is a 13th level Inquisitor who wields the Sword of Right (+1 Cold Iron Longsword) and is wearing Adamantine Chainmail.
Aranka can be found in the mansion of Count Daeran, in the quest No Better Time For a Banquet. She is the only other named character in the banquet hall and easy to spot because she keeps using Scream spells to kill demons.
When you talk to Aranka, she tells you that Thall is probably in Market Square and gives you her shawl so that he will recognize that you are her friend. In fact, he is. When you return to Market Square, go to where you created the bridge that finished the Divided City quest. There will be a Crusader standing there in armor that doesn’t look right. This is Thall.
If you have Aranka's Shawl, Thall will acknowledge you when you approach him and drop his disguise. If you don’t have the shawl, he will claim that he used all of his healing for the day, so he can’t help you.
When Thall drops his disguise, three Inquisitors (Inquisitor 4) drop their invisibility spells and tell Thall that he is under arrest. If you haven’t killed Hulrun, he will be with them also. They have Cold Iron Masterwork Longswords and standard equipment. Once they approach Thall, you can converse with the Inquisitors.
If you choose the Good or Chaotic option, you will attack and save Thall. If you choose the Lawful or Evil options or choose to do nothing, the Inquisitors will kill Thall. Thall has standard equipment and a couple of Potions of Cure Lt Wounds. If you choose to chastise the Inquisitors and Hulrun is with them, you can show the Light of Heaven (if you have not succumbed to the anger at any point) and Hulrun will back off, leaving Thall alive. In this case, you can complete the quest, then talk to Hulrun about making peace with Ramien without him trying to kill you.
If you let the Inquisitors kill Thall, the quest is over, and no one will be in the Temple of Desna. If you save Thall, he will return to the Temple of Desna.
If you successfully located and saved Aranka and Thall, all three adepts will be in the Temple of Desna, and they will give you two gifts, a song and a Wand of Remove Disease with 9 charges. If you choose to sing along with them, you will be given a vision of Elysium where you can speak with three entities there (Azata are the CG entities that live in Elysium). They will ask you if you want to take something of Elysium with you. Saying "yes" is a Good action and gives you a point toward the Azata Mythic Path.
When you talk to Horace Gwerm in Defender’s Heart, the first thing he does is pay you the money for rescuing him from the underground. He then offers you another job. He is rude about it as usual. If you ask him, “What do you mean ‘people like me’?” you will get a chance at a DC 15 Perception check to discover that Horace is almost panicky with nervousness but trying to hide it. Horace offers you a job to meet him at his mansion and guard him while he finishes some business. He insists that you bring Camellia with you as she is the only one of your companions that he trusts. He offers 1000gp. A DC 23 Diplomacy check will up the price to 2000gp. If you refuse his offer of 1000gp, he will offer to double the amount. If you refuse the offer after getting the price up to 2000gp, he will add another 300gp and permit you to loot the mansion of anything left (you get to loot the mansion anyway, so that’s not really a bonus). If you accept the job, he warns you that delaying will lower your reward. Whether you take the job or not, the Gwerm Family Mansion is revealed on your map, and you get 144xp. Note that delaying the job does not decrease your reward.
Gwerm Mansion: When you arrive, Horace Gwerm is waiting in the front hall. He tells you to go through the mansion thoroughly and kill anyone you see. You can have all of the stuff you find. Give him a signal when you reach his study, and he will join you.
Going through the various rooms, you will fight Cambions, Adrikandilu, Baphomet Cultists, and a Deskari Cultist (Cle 1 Fig 4). In the upstairs bedroom, you find a Cambion Ranger (Outsider 3 Rng 1) and a Cultist Slayer (Slayer 7). In the study, you find a Cambion (Outsider 3), an Adrikandilu (Outsider 5), and a Babau (Outsider 7). Equipment is standard or masterwork. Of note is a sickle found in the torture room (the room with all the whips and handcuffs and stuff, located in the SE corner of the first floor). It is the Sickle of Faltering (+1 Sickle, on a hit the target must make a DC 11 Reflex save or be staggered for 1 round). In the kitchen is a recipe for Onion Soup. In the bedroom in the SW corner of the mansion, you will find a Silver Robe (+1 to saves vs. Fear). In the study, you find a trapped chest with the Shortbow of Code (+1 Shortbow, +1 to attack rolls against Chaotic creatures). There is also a secret door that you cannot open.
After you signal Horace, he will open the secret door.
Behind the secret door are two paintings that reveal the truth about Horace and Camillia. Horace wants to make sure that no one ever finds the evidence, and that is why he had to get to the mansion. You have the option of promising to keep the secret, attacking Horace, or asking Horace if he can trust you to keep the secret (this pisses him off because he thinks you are threatening him but doesn’t seem to have any other effect).
If you attack Horace (Humanoid 2), Camillia will fight against you (Shaman 1). Horace has +1 Leather Armor and a Headband of Alluring Charisma +2 along with some potions and 1000gp. Camillia has whatever equipment you have given her.
When you enter the mansion you are in a hallway. There are two doors on the right, and one on the left. The doors on the right lead to the pantry and kitchen. Two dretches (Outsider 2) are ransacking the kitchen. The door on the left leads to the banquet hall. As soon as you enter the banquet hall, a group of demons enters from the front entryway: Cambion Wizard (Outsider 3 Wiz 1), Schir (Outsider 5), Dretch (Outsider 2), and two Abrikandilu (Outsider 5). Before you can join the battle, Daeran (the Count) kills one of the Abrikandilu. The various courtesans and revelers scream, then run. Aranka (the entertainer) also starts attacking the demons. The Schir is wielding Decimation (+1 Cold Iron Bardiche, when it confirms a critical it drains 1 point of Constitution from the target).
This battle finishes the quest.
Count Daeron will join your party if you want.
Aranka is the follower of Desna that you are supposed to locate for the Starward Gaze quest. If you have gotten that quest, she will give you her shawl to let Thall know that you can be trusted. She will then go to the Temple of Desna in the market square. If you are not on that quest yet, she will still be here if you come back later. She will tell you that she doesn’t trust Count Daeron.
If you decide to attack the people at the party, everyone in the room will fight back: Count Daeran (Oracle 3), Aranka (Bard 3), Musician (Humanoid 1), seven Drunk Nobles (Humanoid 2), and seven Courtesans (Humanoid 1). The only treasure beyond daggers and mundane stuff is an Amulet of Natural Armor +1 that Count Daeron is wearing. Because Daeran is a potential party member (if you have the options set to revive party members after battle) you will have to kill him twice.
Staunton Vhane will reveal that he is the traitor responsible for the loss of the fortified city of Drezen. He fights in the army called Condemned because they are made up of condemned criminals. The queen spared his life. He has a brother Joran who gives him hope and a reason to go on, but no other friends. Joran Vhane is the blacksmith that operates out of the courtyard of Defender’s Heart.
(If you attacked Staunton during the encounter with Minagho, he will give you a Cloak of Unbending Will (+3 Resistance bonus to Will Saves) to help you against whatever is troubling you.)
Staunton will let you know that the Storyteller is in the Blackwing library if he is anywhere. The Blackwing Library will be revealed on your map.
Blackwing Library: Several books are lying around that give your main character permanent bonuses: “Guino Pollen ‘Notes From My Travels in Northern Avistan'” (+1 circumstance bonus to attacks and damage using natural weapons), “Temples of Iomedae” (+1 shield bonus to AC vs. Demons), “The Keen Edge of Truth” (+1 competence bonus to saving throws against Swarms). Tip: Some of these books are on the East side of the room, so you want to give yourself time to search the area before returning to Defender’s Heart.
A DC 24 Knowledge (Arcana) check at the North end of the library will discover that it was rent asunder by the single blow of a giant sword. Most likely, wielded by Deskari himself.
In the pulpit on the West side of the room is Padded Armor of Focus (+2 bonus to Concentration checks). There is also a pulpit in front of the room that a Perception check will reveal has treasure. In the SE corner is a secret room with several mundane items and the Quarterstaff of Coercion (+1 Quarterstaff, +1 to DC for Will saves of spells cast by wielder). A DC 25 Knowledge (World) check reveals that in the room is a statue of the mage who created the library.
If you visit the library before the demon attack: On the East side of the library are four men tied to stakes on top of a bunch of books. Three of them are human, one is an ancient elf. All of them have been beaten. When you talk to Chaleb, you get a weird feeling. A successful DC 17 Perception check will show that he is lying about the victims being traitors and demon worshippers. A DC 15 Lore (Religion) check will show that their armor doesn’t match with the story. Succeeding on either of these checks will give you an option to gain a point toward the Mythic Trickster Path by telling Chaleb to stop in the name of Baphomet, or let you do a DC 20 Athletics check to punch the crusader about to throw the torch on the pile of books.
If you choose the Trickster path you can get Chaleb to kill his two associates. You can rename him to Foulsnout. And you can send him to the Gray Garrison to rig the library there to burn (go ahead and do this, it isn’t as bad as it sounds).
If you succeed in punching the guard before he can throw the torch, you will be in combat with Chaleb (Fig 4) and one Teifling Fighter (Fig 2). Each has a potion of Cure Mod Wounds, Blur, and Alchemist’s Fire. Chaleb has The Collapse (+1 Cold Iron Warhammer, on confirmed critical, all enemies in 15 feet must make a DC 16 Fortitude save or become Prone).
Once you have overcome Chaleb, by whatever means, you can rescue the Crusaders. If you talk to Klaem he will tell you that they were looking for Miammer. He will give you a book. And he will tell you that Miammer has probably gone to locate the Stone Book of the Druids of old Sarkoris. Sarkoris is located in the Stonewilds where the druids have turned the trees on which they write their books into stone, and themselves into undead to guard the trees. Klaem gives you the book “My Company of Worn-Out Words” which is a book that might hold a clue to Miammer’s location. If you send Klaem back to Defender’s Heart, the Knights of the Flaming Lance will join the Crusaders (see A Common Cause.
The Storyteller is an ancient, blind elf and is grateful for the rescue. Before answering any questions or doing anything for you, he insists that he be taken someplace safe. The quest continues after you take him to Defender’s Heart. NOTE: remember to talk to Klaem and collect all the treasure here before returning to Defender’s Heart, you will not be given the option to collect all your treasure left behind.
If you visit the library after the demon attack: On the East side of the library is a huge bonfire. Chaleb, a Crusader, is burning four people who he claims are Areelu’s Minions. He claims to be the captain of the other crusaders here. When you talk to Chaleb, you get a weird feeling. A DC 17 Perception check will show he is lying. A DC 15 Lore (Religion) check will show that their armor doesn’t match the story. Succeeding on either of these checks will give you an option to gain a point toward the Mythic Trickster Path by telling Chaleb to stop the fire in the name of Baphomet.
If you attack you face Chaleb (Fig 4) and two Teifling Fighters (Fig 2). Each has a potion of Cure Mod Wounds, Blur, and Alchemist’s Fire. Chaleb has The Collapse (+1 Cold Iron Warhammer, on confirmed critical, all enemies in 15 feet must make a DC 16 Fortitude save or become Prone).
If you choose the Trickster path, the traitor Crusaders will put out the fire while you harass them. Once all three harassments have been used, you can now interact with Chaleb, even to the point of ordering him to return to the Grey Garrison and prepare their library to go up in flames (go ahead and do this, it isn’t as bad as it sounds).
Once you have overcome Chaleb, by whatever means, you see that three of the innocents died in the fire, but the Storyteller emerges unscathed. He is an ancient, blind elf and is grateful for the rescue. Before answering any questions or doing anything for you, he insists that he be taken someplace safe. The quest continues after you take him to Defender’s Heart NOTE: remember to collect all the treasure here before returning to Defender’s Heart, you will not be given the option to collect all your treasure left behind.
After the Rescue: Once at Defender’s Heart, the Storyteller seems much refreshed. He gives you an item: Storyteller’s Ring (+1 luck bonus to saving throws against fire effects). He tells you about the corruption in the Wardstone of Kenabres. If you have the Purple Dagger from the encounter with the Aeon in Market Square, the Storyteller can see a vision of its previous owner and perhaps a way that the corruption of the Wardstone can be removed. If you want, he will look at some of the powerful items you have and tell you more about them.
If you show him Terendelev’s Scales, he will give you aquest: The Dragon’s Fate. If you have the piece of an artifact from the SW quadrant of the Market Square, the Storyteller will give you the quest: Restoring a Broken Gold Buckle. If you ask him if there is anything you can do to help or what he was doing in the city, he will give you the quest Notes for the Storyteller.
Attacking Gray Garrison
Note: You can rest during the assault on the garrison, and it doesn’t seem to affect the outcome or any of the events.
Note: If the Desna initiates are with you, they will put some of the demons to sleep before combat is joined. If the Thieflings are with you, they will identify secret doors and disable some traps. If the Inquisitors have joined you, they will aid you against Jaslyn (room 11, 2nd Floor). If the Knights of the Flaming Lance have joined you, they will cast Haste on the group (1 hour, 30 minute duration) when you first enter the Gray Garrison and will cast Scorching Rays, Magic Missiles and other combat spells whenever you get in combat.
[If you followed the Trickery Mythic path in the Blackwing Library], Chaleb is rigging an explosion to destroy all the books. Several people come in asking him what he is doing, and he says he is under orders, then the barrels explode, killing everyone. A mysterious figure laughs at the joke and teleports away. Chaleb has The Collapse (+1 Cold Iron Warhammer, on confirmed critical, all enemies in 15 feet must make a DC 16 Fortitude save or become Prone) and some potions. The rest of the bodies have standard gear.
[If you didn’t follow the Trickery Mythic Path] There are two Deskari Cultists (Cle 3 Fig 1) and three Cultist Archers (Fig 4) in the room. They all have standard gear. The door to room 7 is open, and a Cultist Conjurer (Wiz 5) will summon monsters to attack your group.
Regardless of which choice you make, the stone is destroyed and your party is filled with Mythic Power. If you don't make choice 4, the Aeon presece leaves you.
Once this decision has been made, a cutscene shows Areelu Vorlesh with several demons infiltrating the Market Square using magic to disguise the demons as Crusaders.
Back to the Wardstone: Minagho and her minions suddenly appear out of nowhere. Apparently, Iomedae had been hiding you from each other until you could deal with the Wardstone. Minagho is not happy. She starts the battle with two Brimorak, three Babau, and two Schir. Once the battle starts, she will bring in multiple reinforcements each round. You don't get any xp for killing demons in this fight, so your only concentration should be on taking out Minagho... unless you just want to bash demons for a while. They really can't hurt you. When she gets down to zero hit points, she will cry out, “Where are you getting this power!?”, then Staunton will rush into the room from the door in the South and offer to cover Minagho’s retreat so she can get away.
Telling Minagho to let him go does nothing. Telling Staunton that he is a traitor and always has been ends the conversation, and Staunton and Minagho escape. Telling Staunton not to do this opens a new dialogue box. Regardless of your responses in the new dialogue box, Staunton and Minagho teleport away to safety.
You now gain your first Mythic Hero level for each of your characters.
Leaving the area takes you back to Defender’s Heart, where everybody is celebrating.
The Celebration: You are at a table with all of your companions. After some conversation, it turns out that Queen Galfrey is also there. She wants to meet the new hero and discuss the next mission – after the celebration. Once the festivities are over, you are taken to the Crusader’s Camp (a location outside Kenabres), where you are given several new quests, and the Fifth Crusade begins in Section III.