Introduction to Section I

This is the beginning of the adventure. You don't have any options for the first several maps as far as where to go or what to do next, so I will just go through them in order. Once you get to Defender's Heart in Kenabres, you will be in Section II. Then you will have options.

Characters and Recipes and Books, oh my

NPCs Found Here
  • Seelah Paladin of Iomedae (pickpocket) LG
  • Camellia Shaman Spirit Hunter Green Faith (courtier), Unknown alignment
  • Lann Monk Zen Archer (Hunter), LN
  • Wenduag Fighter (Hunter), NE
Recipes
  • None
Books

Tome of the Minotaur (+1 attack and damage with glaive as though possessing weapon training with the glaive)

Quests

Can be completed here

 

Found here
  • Spies Amidst Our Ranks
Pathfinder Wrath of the Righteous detailed walkthrough-Kenabres Festival

Kenabres Square

You begin the game on a stretcher in Kenabres Square. You’ve been attacked by demons. Hulrun, the chief inquisitor, tries to tend to your wounds, but, realizing that they are beyond his power to heal, he sends for Terendelev.

While waiting for Terendelev, Hulrun removes your weapons and begins to interrogate you. Terendelev arrives and does what she can for you, but confesses that she can’t do anything more here. She bades you to enjoy the festival and visit her tomorrow at the temple.

You get your first quest now, Day of the City. Drink a festival drink, throw a dart at a target, and punch a mannequin. You can’t open a dialogue with anybody else in the square. You can’t get your weapons back from the chest they are held in. You can’t leave the square. What you can do is drink, throw darts, and punch dummies.

Spoiler: You will only be able to complete two of the assigned tasks before Deskari, the demon lord, attacks and ruins the party.

Finish any two tasks, and suddenly demons appear out of… well, everywhere. Deskari, the demon lord of the locust host, flies in, Terendelev assumes her true form as the dragon defender of Kenabres. Deskari cuts her head off. And you are approached by the guard that brought you in on the stretcher.

Only two of the dialogue options have any affect on the game, you can take a weapon (which gives you a light crossbow), or you can ask for protection (which gives you a Protection from Evil scroll or the guard casts False Life on you).

A wizard casts a spell that hits Deskari and he takes offense. With a mighty blow he cuts Kenabres Square in two, and you fall 30 feet down into the Underground Caves of Kenabres. Your first dungeon!

Pathfinder Wrath of the Righteous-Underground Caves of Kenabres

Underground Caves of Kenabres

This begins the quest Devoured by Darkness. The goal is to find other party members, talk to the mongrels, and find a way back to the surface.

This is a pretty easy dungeon to get through and is more about gaining familiarity with the game's mechanics than presenting an actual challenge. You will get your weapons back, and you can find some pretty cool equipment if you explore thoroughly (or follow the walkthrough ).

Your first challenge is to help Seelah rescue Anevia from under a rock slide. You immediately get 125xp, then you perform a skill check to see if you can get her free. Either Athletics [DC 12], Knowledge (World) [DC 12], or Diplomacy [DC 12]. The Athletics or Knowledge skill checks let you rescue Anevia. The Diplomacy check is an evil option where you demand money for your help. You get 200gp if you succeed. If you fail on any of the checks, Seelah is fatigued and takes penalties on some of her abilities. You cannot rest while in the caves, so the fatigue lasts until you get to Neathholm.

Regardless of success or failure, Seelah joins your party, and Anevia hobbles along shooting arrows at anything you attack. You cannot control Anevia's actions. You find the chest that contains all of the weapons confiscated for the festival just down the path. It holds three to six weapons that you can choose from and a Cloak of Resistance +1. Next, you find one of Terendelev's Scales (the nice dragon lady that died fighting the demon lord). This powerful item lets you raise a party member from the dead as a Raise Dead spell once. (Having at least one of these in your possession is also necessary to complete a quest in a later section, so try to keep one on hand.)

Now you come upon Camellia, and you get another 125xp). She is standing over a dead man (who has some treasure on him) trying to help, but it is too late.

Regardless of your conversation with Camelia, she joins your party, and now you are three! Camellia is wounded, but she can cast Cure Light Wounds so you can fix her up. As a side note, Camellia does have an amulet that you can identify with a Knowledge Arcana skill check. If you succeed, you will find it is a Bone Amulet that conceals its wearer's alignment.

Just after Camellia, you have your first combat encounter. Three young giant centipedes. It is an easy battle.

After dispatching the insects, you find a corpse with a treasure item, a gold coin, and a suit of Padded Armor. A little further on is another of Terendelev's Scales. Then you meet a giant fly. After the Fly, you come to a fork in the road.

If you go to the East, you encounter a giant centipede and a spitting giant centipede. At the end of the path, you find a corpse that contains 25gp, Bracers of Armor +1, a light mace, 2 Potions of Healing, and a scroll of Inflict Light Wounds.

To the North, you fight a Giant Fly and a Spitting Giant Centipede. There is a ribcage there with an ingredient for cooking and one for making potions. Further on is a Monitor Lizard.

After defeating the Monitor Lizard, you can attempt a DC 17 Lore (Nature) check to skin the lizard and get its scales.

Now you come to some ruins and see a character with a horn on one side of his head. This is Lann. Before you get a chance to talk to him, he will call out to Wenduag. Both of these NPCs will join your party.

They are trying to locate a holy sword left behind by an angel during the last war against the demons.

If you attack them, Seelah with stop you, but it will still be an evil action. If you choose the dialogue option "Why should we tell you anything?" you will do a DC 8 Perception check. If you succeed, you get xp and find that Lann appears to be relaxed but nervous. Regardless of your choices, you get 300xp.

Now you can search for the sword. Just weave back and forth throughout the ruins, and you will find a lot of low-value treasure. There is a statue on the West side that you can do a Lore [Religion] check on to find out it is a statue of a Knight from the First Crusade. On the statue's knee are some cooking ingredients. There are seven hidden treasure stashes containing baubles and the stash containing the sword.

Searching the stash with the sword causes a story cutscene to appear. It seems that you are witnessing the last days of Lariel, the angel that held the sword. You are first given a dialogue choice to heal the wounded female you are with or call out the traitorous enemies. Regardless of your choice, they attack. You have a chance to break free of the illusion by succeeding at a DC 10 Will Save or a DC 10 Knowledge (Arcana) check, or you can choose to do nothing. Succeeding at either of the checks gives you xp. Failing or choosing to do nothing gives you nothing but has no other effect. After the check, you are asked to fill in the blank for the purpose of the sword, to punish evildoers and traitors, or to protect the innocent. The choice you make seems to activate a secondary power of the Light of Angels and may have to do with the divine path you choose later. When that is all over, you get 125xp and the ability to call forth the Light of Angels.

The Light of Angels gives all allies in 20' 1 temporary hit point for one hour and dazzles all enemies in 20' for 1d4 rounds [DC 10, but the type of save is not specified]. The secondary effect is that you gain Protection from Evil for 10 minutes, or the entire party gains Heroism for 10 minutes. This effect only seems to activate the first time you call forth the Light of Angels. I haven't seen it since.

After the cutscene, Lann and Wenduag run up to you, and everybody questions you. Regardless of your dialogue choices, you eventually show the power of the sword and take a step toward the Angel Mythic Path.

Lann and Wenduag join your party, and they show you a shortcut to their camp. The shortcut is a DC 14 Mobility check to jump across a ravine. Lann has a +7 to this skill, so you have a good chance of making it. Even if you fail there is no penalty, so you can just try again.

Once across the ravine, you get to fight two Giant Spiders. Yay!

Next to the spiders are some minor potion-making ingredients.

North of the loot is a corpse with some more loot and another mobility check [DC 11] that will take you into a short hallway where you will fight two small earth elementals. It is definitely worth the fight because they guard a corpse with 35gp and a Wand of Cure Light Wounds with 15 charges. You have to pass a DC 0 Perception check to find the corpse, but that shouldn't be a problem.

Heading East takes you to a young giant fly and two spitting centipedes. They are guarding a corpse that has some general loot and a Masterwork Light Crossbow.

Next are two young giant spiders guarding a corpse with some general loot and a Masterwork Great Sword.

You are about to enter Neathholm, but Wenduag pulls you aside and asks you not to reveal the Light of Heaven to the chief. She is concerned that he will send the whole tribe into the Shield Maze if he sees it, and they will all be killed. You can't give her a final answer at this time, but the dialogue ends when you tell her that you will think about it

Pathfinder Wrath of the Righteous detailed walkthrough-Neathholm

Neathholm

In this village of mongrels, you can find a trader, a place to rest, and the chief. There is also a lot of loot lying around that can be picked up and sold in true adventurer fashion.

Your first encounter will be with Chief Sull. You immediately get 250xp. Lann will tell him that you have the light of heaven. Your dialogue options come down to two choices – [Lawful, Angel Mythic Path] show him the light of heaven, or [Chaotic, Demon Mythic Path] follow Wenduag’s advice and tell him that Lann is mistaken.

If you show him the light of heaven, then Wenduag will not be with you when you storm the Shield Maze. The lawful path gives you 1000xp.

If you follow Wenduag’s advice and don’t show the light, then Lann won’t be with you. However, as promised, Wenduag will lead you to the Shield Maze and help you fight your way through. The Chaos path gives you 1250xp.

Whichever path you choose, this will be enough experience to bring your party to 2nd level.

Once you leave the chief and head toward the lower end of Neathhome, you will meet Horgus Gwerm. You may have met Horgus in the city square before the demon attack. He was a typical officious noble then. Now, however, he needs your services. He will offer you 1000 gold if you can find a way out and come back for him. If you succeed at a DC 16 Diplomacy check, he will agree to pay 2000 gold, and you gain some xp. If you fail at the diplomacy check, the offer stays at 1000 gold and you get no xp. If you invoke Abadar saying the price is too low (which you can only do if you are a follower of Abadar), he will pay 2000 gold and you get less xp than if you’d done the skill check. If you refuse the deal, Camellia will point out that you’re going to the surface anyway, so she’ll take the contract and the money. If you insist on getting the money first, he doesn’t have it, but he tells you that his word is good.

After resting, Lann will take you to the main entrance to the Shield Maze, or Wenduag will take you to a boat that will take you to the back entrance to the Shield Maze. Either way, you’re going to the Shield Maze.

Pathfinder Wrath of the Righteous detailed walkthrough-shield maze

Shield Maze

If you arrive through the front entrance (not shown on the map), you will have to fight a Ferocious Monitor Lizard to get to the door to the Maze. If you go through the back, you can get to the door without combat. The lizard doesn’t have any treasure other than its scales, so the fight is just a chance to get some xp and possibly take some damage before entering the Maze. If you came with Lann, you will be met at the entrance by a group of mongrels – the mongrel army. However, they are not ready to enter because they are waiting for the other tribe(s). Lann suggests that you go into the Maze first and take a look around. If you came with Wenduag, there is no army.

  1. Entrance Room: There is a bas-relief on the east side of the north wall. A successful Lore (Religion) check will reveal Baphomet, the demon god of minotaur and mazes.
  2. South End of Grand Hall: A Baphomet Cultist (Cle 1 Fig 1), Neophyte Wizard (Wiz 1), and a Neophyte Sharpshooter (Fig 1) guard this room. They have standard equipment plus a Masterwork Glaive. They may also have a scroll of Protection from Law. On the West wall is a locked chest. Successfully picking the lock reveals an agate worth a few gold. Breaking the chest open gives you magical scraps worth 1gp (to make you think you broke something important) and some dust worth nothing. The chest on the East wall contains a potion of Mage Armor, 2 potions of Cure Light Wounds, and 15gp. On the South wall are two chests containing about 40gp in treasure items, some gold, and a potion of Reduce Person.
  3. Hallway: Contains a DC 12 trap. Camellia has a +13 to her Trickery check, so it is disarmed easily. In the trapped bones you find two vials of Elemental Essence. (Elemental Essence is a potion-making ingredient.)
  4. Study: This room is inhabited by a Baphomet Cultist (Cle 4 Fig 1). The cultist has Owl’s Wisdom and Inflict Lt Wounds scrolls, a Masterwork Glaive, dagger, and Breastplate. One of the bookshelves requires a DC 15 Lore (Religion) check. Success tells you that it is a collection of water-soaked rituals on demon worship. Two of the bookshelves require a DC 15 Perception check to get the contents. Searching all of the bookshelves will give you a book, Tome of the Minotaur (Reading the book grants the main character +1 attack and damage with glaive as though the character has weapon training with the glaive) and the following scrolls: 2 x Prayer, Bear’s Endurance, 2 x Bless, 7 x Inflict Lt Wounds, Bull’s Strength, and Lesser Restoration, as well as a few gp worth of treasure.
  5. Dining Area: A DC 15 Perception check with find loot on the West wall, gold and treasure worth about 40gp. Further in the room, you find two Corrupted Mongrels (Monstrous Humanoid 2) that attack you. After the battle, if Lann is with you, he recognizes one of them and grieves. If Wenduag is with you, she recognizes them but doesn’t say anything unless asked. During the dialogue with Wenduag, you may get an extra speech option if you pass a DC 5 Perception check. This option lets you confront her about not telling you cultists were inhabiting the Maze. The corrupted mongrels have no treasure, but a locked cabinet on the South wall has treasure, gold, and 3 potions of Cure Lt Wounds. On a table to the East are some ingredients.
  6. Armory: a Cultist Champion (Fig 5) is here. He has a flail, Baphomet Cultist’s Heavy Shield, and Scale mail. I can’t find any difference between a Baphomet Cultist’s Heavy Shield and a standard Heavy Shield, but something may come up later. Looting the various weapon racks and armor dummies gets you various mundane weapons and armor, but of note are a Cold Iron Mwrk Javelin, Mwrk Falcata, and a Mwrk Warhammer. In the chest, you find 25gp and two Apprentice Lockpicks (one-use items, +5 to Trickery skill for one lock). On the North wall, you will find a disarming point for the trap in room 7. The DC is only 7, so it is automatically disarmed as soon as Camellia gets to it.
  7. Armory Adjunct: If you haven’t already been to the Armory (room 6) and disarmed the trap, there is a trap here. You can disarm it in the Armory. You will find a rapier and a Mwrk Hvy Mace on the rack. The chest is locked, but only DC 13 so easily opened. It contains gold, an ingredient, and 2 potions of Cure Lt Wounds.
  8. Entrance to Flooded Level: A DC 15 Perception check will find loot on the South wall. 2 potions of Cure Lt Wounds, a potion of Enlarge Person, and 3 plates worth 1gp apiece.
  9. Flooded Junk Room: Two Corrupted Mongrels (Monstrous Humanoid 2) are here. Searching all the boxes in the room gets you 39gp worth of treasure plus potions: 2 x Cure Lt Wounds, Protection From Chaos, Enlarge Person, and Protection From Evil, as well as a scroll of Inflict Lt Wounds. Inspecting the area on the South wall reveals that the aqueducts have been broken, which explains the flooding. A Corrupted Mongrel Guard is in the West corner of the room (Monstrous Humanoid 2 Fig 2).
  10. Bedroom: A Corrupted Mongrel Brute (Monstrous Humanoid 2 Bar 3) lives here. He has a Ring of Protection +1. Other treasure in the room includes some ingredients and a potion of Cure Lt Wounds.
  11. Pantry: A DC 15 Perception check reveals some loot on the shelves. The chest in the NE corner is locked (90% for Camillia to open it). Searching all of the chests gets you about 64gp of stuff and 7 potions of Cure Lt Wounds.
  12. Entrance to Lower Level: There is nothing here of interest.
  13. Destroyed Barracks: A Neophyte Fighter (Fig 1) and Hand of Hosilla (Cle 4 Fig 1) are here. They have standard equipment, plus a Mwrk Glaive and a scroll of Find Traps. Most importantly, the Hand of Hosilla has Hosilla’s Orders. The orders say that there is a key to the Shrine that another Hand of Hosilla is carrying, that the unfinished section can only be opened with a torch set beside the door, that there is a water elemental somewhere in the Maze (and Hosilla isn’t happy about it), and that there is a Paladin’s sword somewhere in the Maze.
  14. Kitchen: This is where the Water Elemental is hanging out. This creature is DANGEROUS for 2nd level characters; it is an 8hd Outsider with DR 5/-, be careful. If you have a character with any Stealth and a good Perception check, you can carefully edge your way into the room and avoid the Elemental long enough to pick up some very cool bling. Against the North wall, a DC 15 Perception check will reveal a chest containing about 14gp worth of stuff. Against the West wall is an unhidden box with 15gp, 2 potions of Cure Lt Wounds, and some moss. In the NE corner, a DC 10 Perception check will find a crate containing an Amulet of Natural Armor +1, a potion of Protection from Evil, and a Ring of Flow of Water (+1 to saves vs. spells with the cold descriptor, +1 to DC of spells with the cold descriptor cast by the wearer).
  15. Practice Room: A Corrupted Mongrel Ranger (Monstrous Humanoid 2 Rng 1) and Corrupted Mongrel Guard (Monstrous Humanoid 2 Fig 2) are here. The ranger has a dart. On the floor is a vial of Purifying Solution.
  16. Sub Armory: This door is locked with a 70% chance for Camellia to pick the lock. If Wenduag is with you, she will stop you before you can open it and reveal that she has a key. A DC 15 Perception check will reveal armor on the North wall: Crypt Raider’s Armor (+1 Scale Mail, +2 insight bonus to AC vs. Undead). One chest is locked (95% to open). You find about 50gp worth of stuff, several ordinary weapons, a Mwrk Heavy Flail, and a Cold Iron Mwrk Dueling Sword.
  17. Barracks: Two Neophyte Sharpshooters (Fig 1) and a Neophyte Fighter (Fig 2) are here. The fighter has a Mwrk Short Sword and standard equipment. The chest is locked (90% chance). Inside is a potion and some treasure.
  18. Storage Room: There is a Cultist Champion (Fig 5) and a Neophyte Wizard (Wiz 1) in the room. Other than the standard equipment, the wizard has an Almost New Diary in which he complains about how serving Baphomet isn’t all he expected. It does tell about the Water Elemental in the kitchen and the fact that the lower levels are flooded. The two chests contain about 42gp in treasure, 6 potions of Cure Lt Wounds, and 2 scrolls of Inflict Lt Wounds.
  19. Dining Room: A DC 15 Perception check will reveal a torch on the South wall that will open the hidden door to room 20. This is not the torch talked about in Hosilla’s Orders. A DC 10 Perception check will reveal a trap in front of the visible door leading out of the room. A DC 7 Trickery check disarms it. On the table is a bottle of Purifying Solution. In the North chest is 19gp of treasure and 2 potions of Cure Lt Wounds. The chest to the East contains 3 Purifying Solutions and some ingredients.
  20. Hidden Storage Room: There is about 40gp worth of treasure, a Cold Iron Mwrk Longsword, plus potions: 2 x Cure Lt Wounds, Shield of Faith, and Mage Armor.
  21. North End of Grand Hall: A Baphomet Cultist (Cle 1 Fig 1), Neophyte Cleric (Cle 1), Neophyte Fighter (Fig 1), and Neophyte Sharpshooter (Fig 1) are all at the North end of the hall. Standard equipment, although I did get a scroll of Cure Lt Wounds once. At the North end is the pool of blood referred to in Hosilla’s orders, and the torch to open the door to the unfinished section is on the West wall.
  22. Devious Trap: This room has a devious trap in it. It is only a DC 10 Perception check to find and DC 7 Trickery check to disarm, but it is laid across the room so that you have to carefully maneuver the character doing the disarm around the trap to get to the disarm point on the other side.
  23. Ritual Room: Two Dretches (Outsider 2) guard this room. Two dead bodies attest to the fact that the cultists have successfully summoned demons. The bodies have some treasure, 6 potions of Cure Lt Wounds, and a potion of Barkskin. The door to the North is locked magically and will only open with the key (found in room 31).
  24. Entrance to the Unfinished Section: The trap here requires a DC 16 Perception check to find. Disarming it is only DC 8, but like the trap in room 22, it requires a little careful maneuvering to get to the disarm point.
  25. Statue Room: Two Cambions (Outsider 3) are here. Both have Mwrk Scimitars, and one of them has a Composite Longbow. In the chest are 3 potions of Cure Lt Wounds, 2 scrolls of Inflict Lt Wounds, and some gold. On the North wall is a torch that bears interest (if you succeed on a DC 15 Perception check). Using the torch will open the door to room 29.
  26. Upper Foyer: There is a trap at the top of the stairs, DC 16 Perception, DC 9 Trickery.
  27. Butcher Room: Two Cambions (Outsider 3) are here. Both have Mwrk Scimitars, and one has a Composite Longbow. They carry Blood Vials which is an ingredient. The bones on the floor have another ingredient. The North cage door won’t open. There are buttons on the West wall that cause runes to appear on the wall when pushed. The combination is 4 2 1 4 (Yellow, Blue, Red, Yellow). (I don’t know why. I couldn’t find any clues to the combination, so I just tried every possibility until I found it.) This opens up a secret door leading to room 28.
  28. Paladin’s Sword: Seelah immediately goes to the alter and starts talking about the sword when you enter this room. It is Radiance, an artifact that is supposed to be kept in the Tower of Estrod (this is the sword referred to in Hosilla’s Orders). It is a Mwrk Cold Iron Longsword. Seelah thinks it might be possible to repair it (that may add to its abilities later in the game). Also in the room are 37gp, 5 potions of Cure Lt Wounds, and 2 scrolls of Inflict Lt Wounds.
  29. Small Armory: The West chest contains a couple of weapons and a Mwrk Great club. The box to the North is locked (95% to open) and holds a potion of Blur and 21gp of treasure. The armor dummy has a suit of Half-Plate armor.
  30. Construction Room: A Medium Earth Elemental (Outsider 4) lives here. Killing him gets you some Meteor Dust. In the chest are some Diamond Dust and gold.
  31. Final Resting Place: This is where the Earth Elemental from room 29 killed the builders of the Maze. A Hand of Hosilla (Cle 4 Fig 1) and a Neophyte Cleric (Cle 1) are sparring here. The Hand has a Mwrk Glaive, Orders of Hosilla, the key to the Shrine (the door in room 23), and standard gear. The Neophyte has standard gear. Searching the bodies of the builders gets you 15gp and a weapon.
  32. Escaped Pets: A Ferocious Monitor Lizard (Animal 3) and Monitor Lizard (Animal 3) have escaped their cage in this room. They have some ingredients on them. The chest on the East wall is locked (85% for Camellia) and contains about 19gp worth of stuff.
  33. Shrine: When you come into the room, the demon Savamelekh is lecturing a group of mongrels on the hopelessness of their calling. At the beginning of the lecture, Savamelekh kills an uplander Aasimar. One of the mongrels refuses to submit and claims an extraordinary destiny. Hosilla kills him. The demon tells the other mongrels that if they eat the flesh of the uplander, they will gain power, so they begin feasting. You come forward to attack and are stopped by the mighty presence of the demon. You are given a choice, [Angel Mythic Path] call forth the holy light, or [Demon Mythic Path] succumb to the rage.
    1. Lann is with you, Angel Mythic Path – A Bolt of Justice strikes the demon. The demon retreats and tells Hosilla (Inquisitor 6) to destroy you. Hosilla calls out to Wenduag (Fig 1) to destroy the group. The battle begins against Hosilla and Wenduag. After Hosilla is near death, she summons 2 Quasits (Outsider 3) to attack the party. When the battle is done, your wound no longer bleeds. Wenduag tells you to go ahead and kill her. Interrogation reveals she was working for Savamelekh the whole time and that she also went through the ritual of eating human flesh. If you ask her to join you, she refuses. If you attack her, she runs away. If you ask her to leave, she threatens to kill you while you sleep and leaves.
    2. Lann is with you, Demon Mythic Path – An Abyssal Chain strikes the demon. The demon retreats and tells Hosilla (Inquisitor 6) to destroy you. Hosilla calls out to Wenduag, but she sides with you, claiming that you are stronger. When she becomes too wounded, Hosilla summons two Quasits (Outsider 3) to fight for her. When the battle is done, your wound no longer bleeds. Wenduag belittles Lann and says that she will serve you faithfully and provide you with an army of tainted mongrels if you take her with you. If you attack her, she will run away. Otherwise, you get to choose which of them you will take with you. Seelah argues against Wenduag, claiming she will betray you at the first opportunity. Camellia says you should take the strongest with you.
      1. If you choose Lann, you can attack or dismiss Wenduag, and she will run away.
      2. If you take Wenduag, she has gained the same level as your group. Lann says he will pray for your soul. If you attack him, he escapes.
      3. Take neither of them – Lann is disappointed but still offers to guide you to the surface, telling you that you can dismiss him there if you want, but hospitality demands he help you while you are in the caves. Wenduag runs off.
    3. Wenduag is with you, Angel Mythic Path – A Bolt of Justice strikes the demon. The demon retreats and tells Hosilla (Inquisitor 6) to destroy you. Hosilla calls out to Wenduag to destroy the group. She refuses, saying she fights for whoever is the strongest. Lann also shows up and lends his bow to you for the showdown. When Hosilla is near death, she summons 2 Quasits (Outsider 3) to attack the party. When the battle is done, your wound no longer bleeds. Wenduag belittles Lann and says that she will serve you faithfully and provide you with an army of tainted mongrels if you take her with you. If you attack her, she will run away. Otherwise, you get to choose which of them you will take with you. Seelah argues against Wenduag, claiming she will betray you at the first opportunity. Camellia says you should take the strongest with you.
      1. If you choose Lann, he will have gained the same level as your group. You can attack or dismiss Wenduag and she will flee.
      2. If you take Wenduag, Lann says he will pray for your soul. If you attack him, he escapes.
      3. Take neither of them – Lann is disappointed but still offers to guide you to the surface, telling you that you can dismiss him there if you want, but hospitality demands he help you while you are in the caves. Wenduag runs off.
    4. Wenduag is with you, Demon Mythic Path – An Abyssal Chain strikes the demon. The demon retreats and tells Hosilla (Inquisitor 6) to destroy you. Hosilla calls out to Wenduag, but she sides with you, claiming that you are stronger. Lann also shows up and lends his bow to you for the showdown. After Hosilla is near death, she summons 2 Quasits (Outsider 3) to attack the party. When the battle is done, your wound no longer bleeds. Wenduag belittles Lann and says that she will serve you faithfully and provide you with an army of tainted mongrels if you take her with you. If you attack her, she will run away. Otherwise, you get to choose which of them you will take with you. Seelah argues against Wenduag, claiming she will betray you at the first opportunity. Camellia says you should take the strongest with you.
      1. If you choose Lann, he will have gained the same level as your group. You can attack or dismiss Wenduag and she will flee.
      2. If you take Wenduag, Lann says he will pray for your soul. If you attack him, he escapes.
      3. Take neither of them – Lann is disappointed but still offers to guide you to the surface, telling you that you can dismiss him there if you want, but hospitality demands he help you while you are in the caves. Wenduag runs off.

Hosilla has Marching Terror (+1 Glaive, any time a new enemy is hit, the enemy suffers 1d6 Negative Energy damage, and all enemies in 15 feet make a DC 17 Will save or are Frightened for 1 round). Once that is done, either Lann or Wenduag (whoever is still with you) leaves to get the tribe. If Lann gets them, they promise to look after the children and generally wish you well. Lann will then accompany you to the surface. If Wenduag gets them, she lies about Lann’s involvement and tells the chief that she intends to lead you to the surface. Dyra, the mongrel trader, is here with the tribe. You can unload any of the stuff you picked up before exiting. But wait, before you go back through the dungeon and pick up all of the things you left behind so you can sell it to Dyra, see the tip below. Tip: When you leave, choose the option to take all of the treasure you didn’t pick up earlier. You will be very overloaded when you get to the next room, but that’s okay. Drop all the armor and weapons you aren’t using in the first room, then pick them up again when you are given the option. Individually the items may not be worth much, but altogether it’s a lot of gold.

Back to the Surface (your first trip through the Gray Garrison)

Before getting back to the city, you are in a basement. This is the basement of the Gray Garrison. Looking around the area, you can find about 20gp worth of treasure. (If you took the tip from the previous section, drop all of the extra armor and weapons here.) When you move up to the next level, you will find yourself in a room with no treasure, but there are sounds of battle coming from the next room. Irabeth, a half-orc Paladin, is leading an assault on several demons. Once you enter, Anevia will introduce Irabeth as her wife. You learn a little more about what is going on and join the battle. You will also get the quest Spies Amidst Our Ranks here.

When the conversation is over, Irabeth and her soldiers will charge into the next room and start fighting. You can grab treasure if you want, but there is nothing of any real value throughout this section except for scrolls and a few healing potions. When you exit this area, just do the same as the Shield Maze and take everything you left behind.

Irabeth and her recruits are engaging two Deskari Cultists (Cle 1 Fig 1), two Baphomet Cultists (Cle 1 Fig 1), and four Neophyte Sharpshooters (Fig 1). Once they are dispatched, with or without your help, Irabeth will lead the charge upstairs to the 2nd floor. After the 1st battle, and before you go up the stairs, there is a locked door next to the staircase. Camilla has a 60% chance to open it. Inside is a chest with 13gp worth of treasure, 2 potions of Inflict Lt Wounds, and an ingredient.

On the 2nd floor, you have two groups. To the South (up on your screen, you are facing South) are 3 Baphomet Cultists (Cle 3 Fig 1), 2 Cambions (Outsider 3), and a Cultist Evoker (Wiz 2). To the East (left side of the screen, remember, you are facing South), you can see 5 Baphomet Cultists and 2 Neophyte Sharpshooters. Before the battle begins, one of the recruits recognizes one of the Baphomet Cultists to the South, and they converse. The conversation ends with the Recruit (Pal 2) turning traitor and joining that group.

Irabeth and her people will go after the group to the South. If you go after the group to the East, you will find that behind the initial seven opponents is another group of 2 Deskari Cultists (Cle 3 Fig 1), a Dretch (Outsider 1), and a Neophyte Wizard (Wiz 1). If you also go after the group to the South, the group to the East will charge in and attack any ranged fighters or magic-users that you have left behind, so make the battle quick and get your fighters back to defend them.

Tip: When you leave, choose the option to take all of the treasure you’ve left behind. You will be very overloaded when you get to the next battle, but that’s okay; you have plenty of help. You can’t win the final battle. Seriously, you can’t. That being the case, if you are crushingly overloaded for the next couple of battles, who cares? You will be rescued, and all of that junk is worth a lot of gold. Take it all.

Once you have cleared this floor, Irabeth takes you to the 3rd floor. Here you meet Minagho, a Lilith of impressive power (Outsider 17 Witch 11). A small army is with her: 2 Abrikandilu (Outsider 5), 1 Baphomet Cultist (Cle 3 Fig 1), 1 Dashari Cultist (Cle 3 Fig 1), 2 Dretch (Outsider 2), 2 Neophyte Sharpshooters (Fig 1), and a Neophyte Wizard (Wiz 1). Minagho has a conversation with one of the recruits with whom she apparently had a relationship, then teleports away and leaves her army to dispatch you.

After the battle, you can do a DC 12 Lore (Religion) check at the end of the hall to identify an unholy symbol on the wall. You will need to make a DC 14 Mobility check to get to the next level.

Tip: Before you leave, go to all the bodies and collect all the treasure. You won’t be given the option to “collect all”. And don’t bother using potions or wands to heal or beef up your party. The next battle is very one-sided, so save your consumable items for later.

Final battle: Minagho engages you in conversation. If you ask, “Who are you?” you will have the option of following the Angel Mythic Path. If you ask, “What are you doing to the stone?” or “Shut your filthy mouth scum!” you will be given the choice of the Demon Mythic Path. If you attack, the battle will begin without you getting a Mythic Path option.

If you choose the Angel Mythic Path (a Good action) and tell the Cultists that there is hope, several of her followers will betray her, and you will have a couple of rounds of battle before Minagho tires of the game.

If you choose the Demon Mythic Path (an Evil action), Staunton, one of the NPCs helping you, asks if anything is wrong. If you make a Will save, you turn your anger toward Minagho. If you fail, you attack Staunton (which is noted by Irabeth and Staunton when you get to Defender’s Heart). Minagho will end the battle before you can even get in the first blow against her. Good thing you’ve got all of that treasure on you, huh?

Aaaand you wake up in an inn, Defender’s Heart. Go to Section II.