Pathfinder: Wrath of the Righteous – A Dance of Masks: A Grand Masquerade and Arena Battles

This section is dedicated to the Dance of Masks DLC for Pathfinder: Wrath of the Righteous. If you do not own the DLC, please skip ahead to continue with the main game walkthrough.

Entering the Grand Masquerade in Kenabres

Kenabres Main Square Gates

Upon arriving at the Old City Gates in Kenabres, proceed through them to begin the Dance of Masks content. Initially, heading south from your starting point is blocked by a cart, so instead, go east to progress.

Here, if Trever was brought with you from the abyss, he can be found in a melancholic state, though he doesn’t offer much in conversation. A seemingly harmless Nice Old Lady will approach, attempting to sell you a cat.

Engage in conversation by asking about her identity and pass a Knowledge: Arcana (15) check to notice subtle magical emanations from the cat. Inquiring about the price will reveal she’s offering the cat for free to a caring owner.

Unmasking the Cat: Tailed! Trophy
If you refuse to take the cat, cast Dispel Magic on it (Radiance can be used if you have it available). It may require multiple casts to remove both Mage Armor and Baleful Polymorph, revealing the cat’s true form and awarding the Tailed trophy.

The “cat”, now revealed, offers insights into current events, but abruptly becomes unable to speak when mentioning “our lord Raz…”.

Proceed up the steps and continue past Greybor to the central area. You’ll encounter two oreads, Ichol and Bhees, in a debate about flag placement.

Engage in their full dialogue and assist them in their decision. For optional loot, you can unlock the gate near Woljif and access a chest and weapon rack containing minor items.

Descend the steps to find Seelah, Lann, Sosiel, and Daeran. For now, ignore the “Stand In Line” marker and ascend the steps to the western section. Search a crate near two guards to obtain a Guard’s Key, providing an alternative way to open the area gate if needed.

Next, locate an Illusionist who promises to recreate pivotal moments from the Commander’s life.

For 150 gold, you can witness recreations, such as Galfrey’s knighting ceremony. After the show, guards will question the illusionist, suspecting necromancy based on an accusation. Defend the illusionist by pointing out the magic’s nature and succeeding on a Knowledge: Arcana (34), Diplomacy (35), or Intimidate (32) check to persuade the guards to withdraw.

Search a nearby container for magic scrolls before moving up the ramps. Here, find a chest containing a valuable Selective Metamagic Rod.

Joining the Market Square Celebration

With no further points of interest for now, backtrack slightly and choose to join the line indicated by the “Stand In Line” marker. You’ll notice many people are costumed as you and your companions, reflecting the festival’s theme. A young boy might point you out as another Commander impersonator.

Staying Incognito: Unofficial Visit Trophy
To earn the Unofficial Visit trophy, simply respond to the boy by asking what he thinks of your costume, playing along with the impersonation theme.

Continue acting as an impersonator as other people in line comment on your costume. A smug woman will point out a detail flaw – your belt having sixteen holes instead of eighteen. Silence her by noting an inaccuracy in her cloak’s color. As you wait, conversations about your strategic decisions as Commander might arise. If you ask two men staring at you, they’ll reveal a bet on whether you’re the real Commander. Deny being the Commander, and when they argue that’s exactly what the real Commander would say, acknowledge your good costume but insist you’re just another attendee.

Upon reaching the front of the line, the Herald will invite you to the Commander look-alike contest, recognizing your potential to win. Maintain your incognito approach and politely thank him for the invitation.

Celebration and Companion Quests in Kenabres Square

Checking your journal will reveal tasks to speak with your companions, initiating short companion errands. See here for details on these quests. Completing the first few errands will trigger plot progression.

Strengthening Bonds: More Fun Together Trophy
Completing ten companion errands unlocks the More Fun Together trophy. Note: depending on past choices, achieving this might not be possible.

Festival Activities

Numerous activities are available across the area, each updating your journal upon participation:

  • Darts Stall: Located near the market square entrance. Succeed on a Mobility (DC 26) check to hit the bullseye.
  • Bar: Found in the main square, offering drink samples.
  • Training Mannequin: South of the Temple of Iomedae, for combat practice.
  • Musicians: In the western section, allowing you to pick up an instrument and join in the music.
  • Push-Up Contest: Speak to soldiers in the northwest to participate. Win with an Athletics (DC 28) check.

The market area in the southwest offers shopping opportunities. A Shopkeeper sells scrolls, a Jewelry Trader offers valuables, another Shopkeeper sells ingredients, a Blacksmith offers weapons and armor, and a third shopkeeper sells unique, albeit expensive, magic gear.

Behind the darts stall, a basket contains the Hammer Fists gloves.

In front of the Temple of Desna, east of the market square, a cache holds the Soaring Fist gloves.

The area where off-duty guards relax, in the northwest, contains a crate with a Quiver of Ultrasound Ammunition.

A Buckler +3, while perhaps less significant at this stage, can be found in a crate near the training mannequin.

Investigating Thieves in the City

Approaching the steps to the Temple of Iomedae triggers a scene where a citizen reports being robbed. A tiefling suggests informing Sister Kerismei about this “competition.”

Kerismei is found at the top of the steps.

Mention the street robbery. She’ll deny Thiefling involvement but suggests tracking the thief, who likely left clues at the crime scene.

Return to the robbery location and examine the spilled wine to find footprints.

Follow the southwest street to find more footprints.

Cross the road and find another footprint at the stairs’ base. Ascend the stairs; footprints turn left at the top. Follow them to a cart on the left and examine a package. A dwarf, Brother Zerd, will warn you off.

Accuse him of theft. He’ll explain his clan’s plight due to blight and demon attacks, forcing them to seek work in Kenabres. Taking the thieves to Kerismei is the best course. Zerd apologizes, and Kerismei seeks your advice. Suggest she take them in and succeed on a Diplomacy (DC 37) check to convince her.

After completing a certain number of sidequests, the main plot advances.

Stage Performance Interruption

You will be automatically directed to the stage in the market square. An impersonator, pretending to be you, entertains the crowd with basic magic tricks, soliciting coins into an open chest.

Speak to her if desired, but maintain your incognito status. Toss her a coin to blend in, causing her to flee. Afterwards, a beggar, Rovus, comments on the impostor’s blatant robbery. Examine his begging cup to find a half coin.

Show him your half; he recognizes you as the Eagle Watch leader. He explains his suspicion of the performance, noting the uncanny resemblance.

After he departs, a shadowy figure, Drimo, greets you as the Commander.

Inquire about his statement. He reveals he’s the steward of the Echo of Fury arena, inviting you to attend. At this point, you’ll be transported to the arena.

Echo of Fury Arena Battles Begin

Prepare your party with buffs and speak to Drimo. He informs you of the arena’s owner, Lord Zuset Ekhox Zego’s, invitation. You can rest or change party members here, but fighting is necessary to return to Kenabres.

The first wave is a level 20 party: Peront the Devout (Crusader Cleric), Arasmeya the Wrecker (Armored Hulk), Pontia One Thousand Strikes (Zen Archer), Dessielle Azee Veshna (Elemental Specialist), Hazmuk the Warrior (Tower Shield Specialist), and Imperceptible Cynestan (Knife Fighter). They should pose minimal challenge and can be defeated quickly. Zuset Ekhox Zego will then address you.

He apologizes for the weak rivals and proposes another battle to dispel doubts before your return. Agree to face one more fight, pitting you against dragons Arvoz the First and Zovra the Foremost.

Arvoz the First Dragon Stats
General
Level 35 Dragon
Alignment Chaotic Evil
HP 683
Size Gargantuan
Speed 60′
Initiative 8
Attributes STR: 46, DEX: 18, CON: 34, INT: 22, WIS: 24, CHA: 26
Effects and Conditions Power Attack, True Seeing
Defence
AC 53
Fortitude +45
Flat-Footed 48
Reflex +33
Touch 16
Will +34
Spell resistance 36
DR 20 / Good
Immunities Mind-Affecting, Fear, Compulsion, Emotion, Poison, Disease, Charmed, Dazed, Nauseated, Stunned, Death, Sleep, Petrified, Negative Level, ability score damage, drain, Energy: Acid, Negative, Sonic
Offence
Reach 12′
Melee Bite
Attack +50
Damage 22 – 50 Slashing / Piercing / Crushing
Reach 12′
Melee Claw
Attack +50 / +50
Damage 22 – 42 Slashing / Crushing
Reach 12′
Melee Wing
Attack +44 / +44
Damage 11 – 25 Crushing
Reach 12′
Melee Tail
Attack +45
Damage 13 – 33 Crushing
CMB 57
CMD 73
Zovra the Foremost Dragon Stats
General
Level 35 Dragon
Alignment Chaotic Good
HP 683
Size Huge
Speed 40′
Initiative 8
Attributes STR: 46, DEX: 18, CON: 34, INT: 22, WIS: 24, CHA: 26
Effects and Conditions Power Attack, True Seeing
Defence
AC 55
Fortitude +37
Flat-Footed 50
Reflex +33
Touch 18
Will +36
Spell resistance 11
Energy Resistance Acid 30, Electricity 30, Sonic 30
Immunities Energy: Cold, Fire, Unholy, Effects and Conditions: Sleep, Paralysed, Prone
Vulnerabilities Cold
Offence
Reach 9′
Melee Bite
Attack +52
Damage 22 – 50 Slashing / Piercing / Crushing
Reach 9′
Melee Claw
Attack +52 / +52
Damage 21 – 36 Slashing / Crushing
Reach 9′
Melee Wing
Attack +46 / +46
Damage 10 – 17 Crushing
Reach 9′
Melee Tail
Attack +47
Damage 11 – 25 Crushing
CMB 55
CMD 73

Arvoz is the slightly easier target due to vulnerability to Mark of Justice. Utilize Instant Enemy and Ranger’s Bond against Zovra. Your party should act first, making both dragons manageable to defeat.

Upon defeating the dragons, Zuset announces a tournament for you, featuring battles against stronger creatures, before returning you to Kenabres.

Back in Kenabres market square, continue companion errands. After a few more, Rovuz reappears, requesting a private conversation. He mentions suspicious magical activity from a nearby house and robed figures moving in and out. Agree to meet him at a rendezvous point to investigate.

Complete any remaining companion quests and activities before proceeding. When ready, go to the Suspicious House entrance in the west and enter.

Investigating the Suspicious Mages

You’ll have a limited companion selection at this point. Rovus notes the absence of others.

The upper level offers little of interest, though a Perception (DC 30) check reveals a crate with a Pearl of Power (8th Level).

Descend to the basement. A crate here contains a Potion of Humanity.

Continue to a ritual room where masked cultists are engaged in nefarious activities. The “Nice Old Lady” is among them, and if you kept the cat, it reveals itself as a cultist.

The Werecat Spy declares you brought by Razmir’s will, your life now belonging to Him. Combat is inevitable, but the enemies (level 5-9) are weak. Defeating them prompts Rovus to comment on Razmir cultists in Kenabres before leaving to raise the alarm.

Loot in the basement includes gold and valuables by the Razmir statue, a Flaming Quarterstaff +2, and Vile Ichor of Protective Slime in a crate. The southern area contains a Rod of Power Source.

With everything explored here, return to the Festival.

Closing Ceremony and Razmir’s Plot Unveiled

Head to the Main Stage and choose to wait. As night falls, the Herald calls forward all “Knight Commanders” for the impersonator contest judging.

Rovus points out the Herald’s mask, revealing him as a Razmiran spy, likely behind the companion kidnappings. Agree to step forward. The Herald scrutinizes contestants, judges one double the best, and Razmir drops his disguise.

Maintain your incognito status; wait for an opening. The Herald, with your double, disappears through a portal. Follow them.

Stopping Razmir’s Schemes: Interactive Book Sequence

The following section plays as an interactive book.

Exploit Razmir’s distraction to escape. In the next scene, choose the inconspicuous door. Optionally, listen to cultist conversation before attacking. They’ll flee via a portal, but you can gather crafting components: Vial of Demon Blood, Hide of a Magical Creature, and Magic Essence. A Perception (DC 56) check reveals a secret passage. Otherwise, leave the lab and ascend the stairs.

Taking the stairs leads to an encounter with surrounding cultists. Pass an Athletics (DC 26) or Intimidate (DC 46) check to proceed. The next screen offers a choice: Razmir’s chapel or throne room.

Optionally, observe a service in the chapel. Then, enter the throne room to confront Razmir. An Intimidate (DC 53) check might make him retreat. Alternatively, a Fortitude, Reflex, or Will save (DC 34) forces cultists back. Your companions join, and Razmir flees. Rovus leads you to a side room for rest.

If you remained incognito, you’ll unlock the Unofficial Visit trophy. Select your party and rest.

Exploring Razmir’s Palace

Queen Galfrey marked on the map is a bug; she’s not reachable.

The northern door is locked by Rovus; exit via the southern door and eliminate the four Acolytes of the First Step outside. Proceed through the next door in the hallway. A panicked cultist will flee, allowing exploration. Examine Razmir’s portrait on the south wall; a Lore: Religion (DC 34) check grants XP. Perception (DC 39) reveals a secret door to a room with a casket containing high-quality alcohol and a useless but sellable Wand of Cure Hangover.

Unlock the west door (DC 13) and head towards the chapel for a cutscene. Descend the stairs to the chapel. Find Arthox, Conjurer of Blessings, scolding a “cripple” before noticing you.

He mistakes you for a new acolyte. Explore conversation to learn about enemies. Ask about the mirror; Diplomacy (DC 45) or a bribe reveals they’re used for inter-palace travel. After dialogue, defeat him. He’s an 18th-level Thassalonian Specialist. Loot his remains for a Haramaki +4, Headband of Vast Intelligence +6, and other items.

Step through the mirror, defeat acolytes, then another mirror to a room with three Mask Golems.

Mask Golem Stats
General
Level 30 Construct
Alignment Lawful Evil
HP 455
Size Large
Speed 30′
Initiative 4
Attributes STR: 36, DEX: 19, CON: -, INT: 10, WIS: 10, CHA: 10
Effects and Conditions Power Attack, Fast Healing 10
Defence
AC 49
Fortitude +10
Flat-Footed 45
Reflex +14
Touch 13
Will +10
Spell resistance 30
DR 15/-
Immunities Mind Affecting, Fear, Compulsion, Charmed, Stunned, Death, ability score damage, drain, Energy: Negative, Positive, Effects and Conditions: Sleep, Paralysed, Frightened, Stunned, Prone
Offence
Reach 6′
Melee Slam
Attack +38 / +38 / +38 / +38
Damage 19 – 73 Crushing
CMB 40
CMD 57

Engage one golem to start combat. They have ranged attacks and deal significant damage but are slow. Constructs are immune to magic.

After defeating them, a casket contains summoning scrolls, a Tome of Ancient Perfection, and the Blade of the Crimson Moon.

Cross to the room’s other side and examine the altar.

A Knowledge: Arcana (DC 36) check restores powers bound by Razmir’s magic. Return through the mirrors to the chapel.

Go upstairs and return to the room where the cultist fled. Enter the door he used. Likun, Master of Steps, greets you, inviting you to eat.

Mention the palace massacre; Likun denies knowledge, but Perception (DC 40) reveals his lie. Attack the cultists. They’re weak, but Likun is another 18th-level Thassalonian Specialist, joined by a Mask Golem. Likun drops the same loot as Arthox, and two cultists drop Cultist’s Keys.

Continue through the other door to a landing. Use a Cultist’s Key to unlock another door. A chest contains the Sin Mage’s Staff and a Prayer of a Razmiran Cultist.

The staff’s Intelligence bonus is untyped, stacking with headbands.

Leave the room and descend the stairs to find Razmir and cultists.

After his speech, he commands followers to attack before disappearing. Cultists are weak, but watch for stronger ones from the sides and behind. After defeating them, “Razmir” declares your defeat, interrupted by the real Razmir’s projection, disappointed in his servant.

He grants his deputy one last chance, empowering him with his tears.

If romancing Galfrey, she will assist you here.

Four Mask Golems animate and attack, then fuse into the Greater Mask Golem upon destruction.

Greater Mask Golem Stats
General
Level 30 Construct
Alignment Lawful Evil
HP 1280
Size Huge
Speed 30′
Initiative 8
Attributes STR: 54, DEX: 26, CON: -, INT: 10, WIS: 10, CHA: 10
Effects and Conditions Fast Healing 10
Defence
AC 60
Fortitude +10
Flat-Footed 53
Reflex +18
Touch 16
Will +10
Spell resistance 41
DR 30/-
Immunities Mind Affecting, Fear, Compulsion, Charmed, Stunned, Death, ability score damage, drain, Energy: Negative, Positive, Effects and Conditions: Sleep, Paralysed, Frightened, Stunned, Prone
Offence
Reach 6′
Melee Slam
Attack +50 / +50 / +50 / +50 / +50
Damage 28 – 82 Crushing
CMB 104
CMD 70

It has slam attacks and a stronger ranged attack. Mask Swarms and Razmir’s double join the fight.

“Razmir” Stats
General
Level 20 Thassalonian Specialist
Alignment Lawful Evil
HP 230
Size Medium
Speed 30′
Initiative 2
Attributes STR: 8, DEX: 14, CON: 22, INT: 31, WIS: 10, CHA: 10
Effects and Conditions Mage Armor, Foresight, Mind Blank, Protection from Spells, Bear’s Endurance, Greater Quicken Metamagic Rod
Defence
AC 24
Fortitude +13
Flat-Footed 22
Reflex +11
Touch 14
Will +13
Offence
Reach 2′
Melee Quarterstaff
Attack +7 / +2
Damage 1 – 5 Crushing
CMB 7
CMD 23

He’s not a major threat. Ranged attackers focus on him while melee fighters engage the golem.

After defeating all enemies, Razmir’s projection expresses disappointment and apologizes for the “unfortunate” situation.

Demand an explanation. He reveals his plan to steal your powers. Since force failed, he proposes an agreement. Explain your powers are not for sale or theft; he expresses skepticism.

If your Mythic path is Trickster, you can sell your magic secrets for 100,000 gold.

The effectiveness of these techniques is debatable!

State your intention to leave and resolve matters. He offers his treasures as compensation but asks you not to touch his servant’s mask.

Your choice determines receiving the mask or a ring, both providing +8 to all mental attributes. The mask grants immunity to Divination magic and Spell Turning, and the first spell each round becomes a free action. The ring Intensifies and Pierces all spells and grants Magic Domain abilities.

Upon finishing the conversation, unlock the Living Fraud trophy.

Loot enemies. The imitator drops a Maximize Metamagic Rod, a Greater Persistent Metamagic Rod, and a Greater Quicken Metamagic Rod, among other items. Loot the treasure pile for gold, valuables, and minor magic items. When ready, speak to Razmir’s projection to open a portal back to Kenabres.

Back in the market square, Rovus will suggest returning to Defender’s Heart.

A Well-Deserved Party at Defender’s Heart

Defender’s Heart Celebration

You’re tasked with speaking to companions. Many are in the kitchen with cooks preparing food. Camellia, Daeran, and Greybor are at a central bar table. Ulbrig and Woljif chat in a corner, while Regill disapproves of armor as decoration. Nenio is alone, pondering alcohol combinations.

When ready to proceed, go to the bar to start festivities. Speak to companions again, then gather everyone for a photo.

After celebrations, find Woljif pickpocketing passed-out guests. You can take a share or order him to return it. Optionally, engage in theological debate with companions. To conclude, go to the bedroom. If romancing a companion, they’ll be waiting.

Romantic Conclusion: True Love’s Kiss Trophy
Your romance interest will have a special request.

Arueshalae, for example, might request a visit to the Temple of Desna. Agree, and when prompted, kiss her to earn the True Love’s Kiss trophy.

A Dance of Masks – Companion Quests Details

Use the following links for detailed quest information. Completing ten earns the More Fun Together trophy.

Aivu’s Playtime: Fun for Aivu

Aivu is outside the Temple of Kenabres, expressing boredom.

Ask what she wants to do; she wants to play. Promise to find someone.

Children are near the Temple of Iomedae.

Call Aivu and reassure the children. They think she’s too big for hide-and-seek, so Aivu offers rides. Returning, she’s hungry. Go to the market square and find a cake table.

Call Aivu; she’s overwhelmed by the cake’s size. Suggest cutting a slice; she eats the whole thing, satisfied and goes to play.

Arueshalae’s Social Anxiety: Overcoming Fears (Arueshalae)

Arueshalae is near your starting point.

She admires the festival but wishes to walk among people. Point out the many impersonators, suggesting anonymity. She fears recognition as a demon. Encourage her to interact and offer help.

Two groups of people are in the market square. The first argues over trivia.

Arueshalae overhears and asks about their argument. Suggest she inquire. The second group, near Greybor, are fans of Arueshalae costumes. When asked about her costume choice, suggest she improvise an answer. A little girl watches her. Respond as you wish.

The third group is near the statue of Iomedae, amazed by Arue’s “costume” quality. Play along. Arueshalae realizes her concern is self-perception, not townspeople’s views.

The little girl, Valisa, reappears, saying Arueshalae is too beautiful to be a monster, admitting shyness prevented earlier introduction, learning friendship requires overcoming fear. Arue walks with her new friend.

Camellia’s Investigation: Dead Boring (Camellia)

Heading to the market, a cutscene shows a panicked citizen reporting a murder. Speak to the Scared Guard.

Don’t reveal your identity. Ask for details. He explains finding a body after hearing a noise. Examine the body – dressed as Camellia, killed by a rapier-like weapon. Talk to Camellia, found near the market square maypole.

Tell her about the murder. She suspects mistaken identity or imitation and wants to meet the killer. Ask Camellia impersonators; they might have encountered the murderer. When found, lure the killer to a deserted area where Camellia waits.

A Concerned “Camellia” near the Temple of Desna says the killer hides near market stalls. Another Concerned “Camellia”, left of the Temple of Iomedae steps, says someone slashed her costume. A third, left of the temple entrance, says another “Camellia” asked her to go somewhere, but she was in white with red hair – unlike the real Camellia.

Find the red-haired “Camellia” behind market stalls.

Engage in dialogue (incognito) and mention real Camellia’s presence. She asks you to meet her later.

Head towards Camellia’s meeting spot. An Enamored Admirer, Commander-obsessed, approaches. A Jealous Man appears, challenging you to a duel, but honor is purchasable.

Intimidate (DC 30) for 100 gold instead. Eagle Watch arrives, arresting swindlers. Guards explain their honey trap scam. Diplomacy (DC 49) lets you release them.

Continue to the meeting place to see Camellia confronting the would-be killer.

Afterward, she assures no more murders will occur.

Daeran’s Judging Duty: Lookalike Contest (Daeran)

Find Daeran near the Temple of Desna, organizing a lookalike contest. Agree to judge.

Observe contestants; only two resemble Daeran. He says performance is key. Ask his opinions. He deems the man too desperate, the drunkard crude, the child too earnest, but is impressed by the woman.

Choose a winner. If the woman, Daeran asks to present her prize privately. Being married, she declines. Daeran protests, saying he’d have disqualified her for morals.

Ember’s Compassion: A Banquet for Beggars (Ember)

Two nobles protest street children at a banquet table near the Temple of Iomedae. A child says his big sister invited them.

Ask about the “big sister”. He describes a tall, scarred, famous woman who remembers them from childhood play. Nobles want to meet the real Ember. Promise to find her.

The boy says she went to the Temple of Desna. She’s not there, but find a grateful citizen. Wait for journal update, then go to the southwest building for another grateful citizen. Wait for update again.

Return to the Temple of Iomedae to find Ember. The noblewoman invites Ember to her salons.

Ember thanks her but prioritizes the children’s needs. The woman objects to “ruffians” in her home. Ember asks their difference. They may do great things, but now they’re hungry and cold. Ember’s reality-warping field works; nobles give money and invite children home.

Greybor’s Admirers: In Splendid Isolation (Greybor)

Find Greybor by the market square bar.

He notes no one is dressed as him, feigning indifference, but Perception (DC 23) reveals otherwise. Agree to find fans.

Someone dressed as Greybor is right of the Temple of Iomedae entrance.

Point out few Greybor costumes. He says Greybor is understated, unlike the Commander, just doing his job and smoking his pipe. A stalker is questioning him. Real Greybor would deal with him. Point out real Greybor is here.

The second impersonator is on the west side, hiding an axe. He claims he’s changing clothes.

Suggest suspicion; he confesses. Dressing as Greybor was cheap and easy, but he’s the only one. Someone mistook him for real Greybor, hiring him to kill a monster and giving gold. Direct him to the real Greybor.

Return to Greybor to find admirers.

One points out the suspicious hirer. The Concerned Noble needs an experienced hunter for mansion spirits. Greybor declines, it’s his day off, leaving fans and client to sort it out. He realizes reputation is better than fans.

Lann’s Culinary Dilemma: Paralyzed By Indecision (Lann)

Lann is by market square tables, indecisive about food.

Compared to mongrel diet, everything’s a delicacy. Agree to find food; call him when ready.

Go to a table with golden pasties; call Lann.

Knowledge: World (DC 26) identifies them as Thuvian spiced pastries. He’s unimpressed. Go to another table with baked fish; call Lann again.

Knowledge: World (DC 33) identifies Diobelian baked fish. It reminds him of surface life. Go to a cheesy mushroom soup stall; call Lann.

Knowledge: World (DC 42) identifies wood ear mushroom soup with queen’s cheese. He’s not interested.

Next, go to a roast venison table; call Lann for the fourth time.

Knowledge: World (DC 45) identifies crown of roast venison. Lann declares it the best ever, ending the errand.

Nenio’s Demon Hunt: The Demon Among Us (Nenio)

Find Nenio atop western raised area steps.

Ask about her research. She says demon attack is statistically likely. She saw a giant demon, like Deskari, surprising her, but she evaded it. Agree to find this “demon”.

Return to market square; find Deskari and Baphomet effigies.

Call Nenio, puzzled by a demon as a straw figure. Kick the effigy for science. Nenio asks you to bite it. When ineffective, use mythic powers to destroy it. Nenio will continue demon watch.

Regill’s Security Audit: Close Inspection (Regill)

Find Regill near the market entrance, criticizing Eagle Watch security.

He complains about random guard placement, aimless patrols, stage vulnerability, etc. Invite the captain to explain. He insists strategy exists, invites inspection, gives Regill a recognizable insignia.

Follow Regill to Deskari’s fissure in the market square.

Perception (DC 41) notices movement below. Corporal Sweeps explains underground outposts. Regill grills him, but is satisfied.

Next, follow Regill to the gate.

Perception (DC 40) notes gate replacement. Sergeant Wohf explains rebuilt gate and walls with upgrades. Regill grills him, then moves on.

Finally, follow Regill to the stage.

Perception (DC 36) notes stage overlooks the area. Regill asks Lieutenant Ikeltine about guards near stalls and seemingly random placement. She explains each group sees two others, patrols target crime-prone areas.

Regill suggests insufficient soldiers. She replies they maintain a light presence, with more inside buildings, and has signal flares if needed.

Regill acknowledges concerns were mostly unfounded, but gaps remain.

Seelah’s Good Deeds: A Helping Hand (Seelah)

Seelah is in the northwest, where off-duty guards relax.

She’s anxious about demon attacks, unable to relax. She wants to help locals in trouble. Offer to watch out.

Find a gnome with his head stuck in a sewer grate nearby.

Call Seelah. The gnome says he was retrieving a coin. Inspect the grate and gnome. Ask Seelah to pull bars apart to help him. He was drunk and fell in.

Cross the road to a little girl whose pet is in a tree.

Call Seelah. The girl asks for help rescuing Clementine. Look at the tree, ask about the pet. It’s a possum, not a puppy.

Return to the street, head south to the market. Find a man trapped under a cart. Call Seelah, discuss options.

Skill check (Athletics 19 or Diplomacy 29) frees the man. Seelah feels good helping with ordinary problems. Praise her efforts, ending the errand.

Sosiel’s Wine Expertise: Wine Tasting (Sosiel)

Find Sosiel near the Temple of Iomedae, debating wine with a merchant.

He introduces vintner Yumillian Nikedel-Trazze, who extols his wines and offers tasting. Four wines: Dancing Unicorns, Soaring Cloud, Golden Rarity, Oracle’s Reveries. Taste each, answer Yumillian’s questions. He promises his finest, then leaves. Sosiel confides the wine is awful, but the break from fighting is welcome. Errand ends here.

Ulbrig’s Sarkorian Pride: Catch up with Ulbrig

Find Ulbrig in the western raised area, showing griffon form.

Professor Dagul approaches; Ulbrig flies off. Dagul, Sarkoris expert, says Ulbrig is a unique study opportunity, but uncooperative. Agree to talk to Ulbrig for him.

Go to the east street; Ulbrig flies off again. Catch him in the garden, but he flees again. Follow to the off-duty guards area; he stops trying to evade.

He says he wasn’t avoiding you, but the Absalon bookworm. Dagul arrives. Ulbrig resigns himself to questions. Dagul asks Tap-Genn cemetery location. Lie it’s in Kenabres, underfoot. Ulbrig plays along. Continue misleading Dagul until Ulbrig offers a griffin ride instead of more questions.

Woljif’s Guard Customers: Talk to the Guards (Woljif)

Find Woljif in the market, selling fake magic items.

Ask about business; he says it’s booming, but he wants to sell to guards at triple price.

Two guards nearby: Old Guard and Grumpy Guard, by the Blacksmith’s stall.

They know Woljif, but he’s too fast now – Grumpy Guard has back problems, Old Guard bad knees. Suggest they check Woljif’s healing items. They go to his stall.

Go to the street end; find a Young Guard to direct to Woljif. He’s hesitant, but Diplomacy (DC 39) or Intimidate (DC 18) convinces him.

Afterward, backtrack to Arueshalae’s location; find Isera Voyle.

Ask if she knows Woljif. She does, from when she was Kenabres prison warden and he escaped. Tell her to visit him. After she leaves, return to Woljif’s stall to finish the errand.

Echo of Fury Arena Battles Continued

If arena battles were missed during the expansion, Drimo will visit your headquarters, inviting participation.

He’ll be in the citadel courtyard. Ask him to take you to the arena, speak to Zuset Ekhox Zego to start the next tier.

Tier 1 Arena Battles

Buff with Protection Against Evil. First fight: Nosferatu Patrician.

Nosferatu Patrician Stats
General
Level 20 Fighter10 Undead
Alignment Lawful Evil
HP 385
Size Medium
Speed 30′
Initiative 17
Attributes STR: 35, DEX: 28, CON: -, INT: 13, WIS: 16, CHA: 22
Effects and Conditions Outflank, Power Attack, Freedom of Movement
Defence
AC 60
Fortitude +28
Flat-Footed 52
Reflex +28
Touch 23
Will +33
Regeneration 20 (Silver)
Spell resistance 36
DR 15 / Silver, 5 / –
Energy Resistance Acid 30, Cold 20, Electricity 20, Fire 20
Immunities Mind-Affecting, Fear, Compulsion, Emotion, Poison, Disease, Charmed, Dazed, Nauseated, Stunned, Death, Sleep, Petrified, Movement Impairing, Negative Level, ability score damage, drain, Energy: Negative
Offence
Reach 2′
Melee Bite
Attack +45
Damage 21 – 30 Slashing / Piercing / Crushing
Reach 2′
Melee Claw
Attack +45 / +45
Damage 21 – 28 Slashing / Crushing
CMB 39
CMD 64

Patrician is with eight Children of the Hungry Moon werewolves. Don’t underestimate them, they can focus fire on vulnerable characters.

Second bout: Knight Commandant Prankster.

Knight Commandant Prankster Stats
General
Level 11 Rowdy8 Vivisectionist1 Scaled Fist2 Mythic Hero8 Trickster
Alignment Lawful Good
HP 412
Size Large
Speed 60′
Initiative 31
Attributes STR: 56, DEX: 40, CON: 36, INT: 39, WIS: 39, CHA: 38
Effects and Conditions Power Attack, Bewildering Injury, Lunge, Mutagen – Strength, Expeditious Retreat, Greater Magic Weapon, True Seeing, Freedom of Movement, Thoughtsense, Foresight, Mirror Image, Mind Blank, Greater Heroism, Frightful Aspect, Fate’s Favorite
Defence
AC 56
Fortitude +39
Flat-Footed 40
Reflex +47
Touch 41
Will +34
Spell resistance 13
DR 5 / slashing, 10 / magic
Immunities Fear, Movement Impairing, Negative Level, ability score damage, drain
Offence
Reach 11′
Melee Gravesinger
Attack +62 / +47 / +42 / +37
Damage 39 – 54 Slashing
CMB 51
CMD 84

Prankster is with two Hogs of Desolation and two Constantly Irked Magic Users. Mark of Justice won’t work, but Instant Enemy + Ranger’s Bond is effective.

Final Tier 1 fight: Aslynn, more challenging. Protection from Electricity is needed.

Aslynn Stats
General
Level 50 Monstrous Humanoid
Alignment Chaotic Evil
HP 825
Size Medium
Speed 70′
Initiative 13
Attributes STR: 32, DEX: 28, CON: 30, INT: 34, WIS: 22, CHA: 20
Effects and Conditions Allied Spellcaster, Barkskin, Mage Armor, Foresight, Mind Blank, Protection from Sonic, Protection from Fire, Protection from Electricity, Protection from Cold, Protection from Acid, Stoneskin, Greater Heroism, Ice Body, Shield, Haste, Displacement, Mirror Image, Blink, Lulling Aura
Defence
AC 67
Fortitude +40
Flat-Footed 55
Reflex +50
Touch 28
Will +43
Spell resistance 41
DR 15 / Good, 10 / Adamantine
Energy Resistance Acid 120, Cold 120, Electricity 120, Fire 120, Sonic 120
Immunities Fear, Poison, Disease, Stunned, Critical hits, ability score damage, drain, Energy: Cold, Electricity
Vulnerabilities Energy: Fire
Offence
Reach 2′
Melee Unarmed Strike
Attack +67 / +67 / +62 / +57 / +52
Damage 12 – 17 Crushing
Reach 2′
Melee Bite
Attack +67
Damage 19 – 34 Slashing / Piercing / Crushing
Reach 2′
Melee Claw
Attack +67 / +67
Damage 18 – 28 Slashing / Crushing
CMB 67
CMD 89

Mark of Justice is effective, as are AC-targeting tactics. He’s with four Children of Aslynn who use Chain Lightning. Focus on Aslynn; they die with him.

Defeating Aslynn unlocks Craving the Glory trophy and rewards Cloak of Reflections.

Tier 2 Arena Battles

Death Ward for party members. First fight: Llamolaek the Ascended.

Llamolaek the Ascended Stats
General
Level 25 Undead11 Fighter2 Mythic
Alignment Chaotic Evil
HP 626
Size Huge
Speed 40′
Initiative 15
Attributes STR: 40, DEX: 32, CON: -, INT: 12, WIS: 19, CHA: 33
Effects and Conditions Power Attack, Fast Healing 30
Defence
AC 51
Fortitude +27
Flat-Footed 39
Reflex +38
Touch 33
Will +28
Spell resistance 11
DR 20 / –
Energy Resistance Sonic 30
Immunities Mind-Affecting, Fear, Compulsion, Emotion, Poison, Disease, Charmed, Dazed, Nauseated, Stunned, Death, Sleep, Petrified, Movement Impairing, Negative Level, ability score damage, drain, Energy: Acid, Cold, Electricity, Fire, Negative
Vulnerabilities Energy: Positive
Offence
Reach 9′
Melee Claw
Attack +48 / +48
Damage 31 – 46 Slashing / Crushing
CMB 48
CMD 79

He uses Energy Drain, but Death Ward protects. Should be manageable.

Protection From Evil if not already active. Next fight: Flesh of the Dead God.

Flesh of the Dead God Stats
General
Level 31 Outsider6 Mythic
Alignment Neutral Evil
HP 825
Size Huge
Speed 90′
Initiative 16
Attributes STR: 39, DEX: 35, CON: 36, INT: 27, WIS: 33, CHA: 41
Effects and Conditions Power Attack, Displacement, Greater Quicken Metamagic Rod, Warping Reality
Defence
AC 54
Fortitude +26
Flat-Footed 41
Reflex +32
Touch 47
Will +30
Spell resistance 37
DR 15 / Good and magic, 15 / Silver
Energy Resistance Cold 10, Electricity 10, Fire 10
Immunities Death, Energy: Acid
Offence
Reach 9′
Melee Bite
Attack +49 / +49
Damage 26 – 36 Slashing / Piercing / Crushing + 10 Unholy
Reach 9′
Melee Claw
Attack +50 / +50
Damage 26 – 33 Slashing / Crushing
CMB 53
CMD 94

Weaker than previous, but with Blood of the Dead God x4. Focus fire; Bloods heal allies on death.

Third bout: four elemental pillars and four guardians. Destroy pillars first; they summon more guardians. Fourth bout: Soul Crushing Devastator, Tormented Lilliand Azata, two Vrock Eliminators, Field Marshall of Wrath, Runelord of Wrath. Runelord is dangerous – Protection From Electricity.

The Opposites Challenge

Final Tier 2 bout: powerful outsiders: Primordial Inevitable, Defender of the Light, Scholar of Sorts, Prophet of Apollyon. Defender of Light has high AC, Aura of Peace – eliminate with ranged attackers. Scholar has high HP. Easier than Aslynn.

Victory unlocks Seeking the Glory trophy and Heartstone of the Night Hag Queen.

Tier 3 Arena Battles

First bout: four Cluster Disaster Kalavakuses. Weak, but transform into Cluster Disaster Gallus, then Master Disaster Kalvakuses.

Master Disaster Kalvakus Stats
General
Level 19 Outsider6 Mythic (Fighter)4 Rogue4 Barbarian
Alignment Chaotic Evil
HP 823
Size Large
Speed 40′
Initiative 7
Attributes STR: 27, DEX: 17, CON: 33, INT: 19, WIS: 21, CHA: 20
Effects and Conditions Heroism, Mage Armor, Outflank, Greater Heroism, Shield, Mind Blank, Death Ward, Dark Flicker, Power Attack, Bewildering Injury, Rage
Defence
AC 41
Fortitude +29
Flat-Footed 37
Reflex +30
Touch 19
Will +24
Spell resistance 36
DR 15 / Good
Energy Resistance Acid 10, Cold 10, Fire 10
Immunities Fear, Channel Negative Energy, Harm, Energy: Electricity, Negative
Offence
Reach 6′
Melee Claw
Attack +51 / +51
Damage 19 – 26 Slashing / Crushing + 10 Divine
Reach 6′
Melee Claw
Attack +51
Damage 19 – 26 Slashing / Crushing + 14 Divine
Reach 6′
Melee Bite
Attack +49
Damage 15 – 22 Slashing / Piercing / Crushing + 12 Divine
Reach 6′
Melee Gore
Attack +49
Damage 16 – 26 Piercing + 10 Divine
CMB 45
CMD 54

Focus fire to avoid fighting four of these stronger forms!

Protection from Fire. Second bout: Wild Hunt Monarch, three King-Blessed Wild Hunt Scouts, three Archers, Lava Salamander, King-Blessed Redcap. Cannot kill lesser enemies normally while monarch lives. Use Coup de Grace on downed enemies. Redcap is immune to Coup de Grace, keep in negative HP. When only monarch remains, defeat him. He transforms into Lantern King, summoning four King-Blessed Ankous.

The Lantern King Stats
General
Level 40 Fey
Alignment Chaotic Neutral
HP 620
Size Huge
Speed 30′
Initiative 16
Attributes STR: 33, DEX: 27, CON: 34, INT: 35, WIS: 31, CHA: 52
Effects and Conditions Freedom of Movement, True Seeing, Wild Hunt Link, Clear Mind
Defence
AC 42
Fortitude +29
Flat-Footed 33
Reflex +34
Touch 37
Will +42
DR 15 / Lawful and Cold Iron
Energy Resistance Acid 30
Immunities Compulsion, Charmed, Death, Petrified, Movement Impairing, ability score damage, drain, Energy: Fire
Offence
CMB 33
CMD 90

He has no direct attacks, but damaging fire abilities. Focus fire, he’ll fall quickly. Ankous are trickier – Mind Blank, Greater Invisibility, sneak attacks. Tanky character and Protective Luck, or dispel their effects.

Third bout: Lord of Death and Dreadful Crop. Dreadful Crop are weak, replaced by Odious Crop, leaving ability-damaging gas clouds. Use AoE spells to kill lesser enemies to prevent Lord of Death (initially untargetable) absorbing their essence. Too many absorbed essences make him unbeatable.

Lord of Death Stats
General
Level 31 Outsider6 Fighter6 Mythic
Alignment Neutral Evil
HP 1124
Size Large
Speed 90′
Initiative 15
Attributes STR: 43, DEX: 33, CON: 36, INT: 27, WIS: 33, CHA: 41
Effects and Conditions Displacement, True Seeing, Fear Gaze, Reaper’s Blessing
Defence
AC 54
Fortitude +35
Flat-Footed 42
Reflex +37
Touch 47
Will +32
Spell resistance 42
DR 20 / Good
Energy Resistance Cold 10, Electricity 10, Fire 10
Immunities Death, Energy: Acid
Offence
Reach 6′
Melee Scythe +2
Attack +62 / +62 / +57 / +52 / +47
Damage 31 – 41 Slashing / Piercing + 18 Divine
CMB 55
CMD 101

Stats are with one Reaper’s Blessing stack. He’ll engage melee; concealment on tanky character is helpful. Focus fire him down.

Ghost Touch weapons if possible. Fourth bout: Shadow Monk and five clones. Indistinguishable. Damaging real Shadow Monk creates a new clone, enemies teleport, making tracking difficult. Killing a clone heals the real monk, differentiating him. Each clone spawn heals remaining clones to the same (decreasing) HP. Endurance fight. Clones teleport to squishies – concealment is key.

Protection from Fire again. Final bout: Drimo himself.

Drimo, Arena Champion Stats
General
Level 35 Dragon
Alignment Chaotic Evil
HP 788
Size Gargantuan
Speed 70′
Initiative 17
Attributes STR: 48, DEX: 36, CON: 40, INT: 20, WIS: 30, CHA: 32
Effects and Conditions Power Attack, Shield of Faith, Greater Magic Fang, Cat’s Grace, Foresight, Stoneskin, Haste, Freedom of Movement, True Seeing, Combat Expertise
Defence
AC 76
Fortitude +34
Flat-Footed 49
Reflex +37
Touch 40
Will +35
Spell resistance 35
DR 20 / Cold Iron, 10 / Adamantine
Energy Resistance Cold 10, Electricity 10, Fire 10
Immunities Mind-Affecting, Poison, Curse, Sleep, Movement Impairing, Energy: Fire
Offence
Reach 12′
Melee Bite
Attack +46 / +46
Damage 30 – 60 Slashing / Piercing / Crushing
Reach 12′
Melee Claw
Attack +46 / +46
Damage 26 – 40 Slashing / Crushing
Reach 12′
Melee Tail
Attack +41
Damage 18 – 38 Crushing
Reach 12′
Melee Gore
Attack +45
Damage 28 – 48 Crushing
CMB 57
CMD 100

Dispel DC is 46, hard to lower AC. Use Mark of Justice, Instant Enemy + Ranger’s Bond. Defeat him once; he returns at full strength, but not a third time.

Defeating him unlocks Chasing the Glory trophy. Zego declares you arena champion, rewards Bracers of Slaughter.

Further conversation unlocks Triumphant Glory trophy. No more fights. Zego returns you to your world.

The Swarm That Walks to a Feast: Kenabres Devoured

Reaching Kenabres Town Square as the Swarm

Arriving in Kenabres as the Swarm That Walks, people flee. Head east, guards try to stop you. Defeat them, loot for Oil of Bane Everything and minor items. Clear path to the central area; citizens discuss “angel of Kenabres”.

Stealth (DC 15) to eavesdrop. Townsfolk notice you. Devour or let them flee. Guards close square gates, walls demon-proof, but not swarm-proof.

Magical barrier blocks wall passage. Fortitude (DC 35) to pass, or try arrowslits. Guard ignites oil, blocking outside path. Mobility (DC 35) or Perception (DC 40) for alternate route.

Locating the Imposter Commander

Reach the market square stage. Someone with angel wings urges a crowd to fight.

After he leaves, fight three Inquisitors (Kinetic Knights) and three servants of Iomedae (Inquisitor / Faith Hunter x2 and Skald / Outsider). Servants are tough, use anti-magic field.

Explore market square east side. Athletics (DC 40) to break Temple of Desna barrier. Skill check (Perception 47, Athletics 28, Bluff 43) to reach townsfolk inside.

Before leaving, find Soaring Fist gloves in grass. Go east side of square, guards and Desna initiate try to evacuate terrified townsfolk.

Fight is inevitable, even if you offer them life.

Return to market square, head west. Guards barricading flee. Find Hammer Fists gloves behind a fence.

Resist Fire buff. Continue past stalls, Hellknights block path.

Violence is inevitable. Individually weak, but numerous. Watch for two Hellknights behind. More appear behind stalls, throwing acid bombs. After eliminating them, Armiger Archers appear, firebombing street, creating fire hazard.

After eliminating all, turn south at street end. Path blocked, but side street available. Perception (DC 31) to spot Scarab of Protection on fence.

Cultists at street end.

Intimidate (DC 36) to make them flee. Loot minor items, including Quiver of Ultrasound Ammunition, from containers.

Return to barricaded street, go up steps left to find the “Commander”.

Lore: Nature (DC 37) notes he’s drugged. Dialogue optional, fight inevitable.

“Commander” Stats
General
Level 9 Fighter8 Angel2 Mythic Hero
Alignment Neutral
HP 172
Size Medium
Speed 60′
Initiative 2
Attributes STR: 26, DEX: 10, CON: 20, INT: 12, WIS: 16, CHA: 12
Effects and Conditions Power Attack, Sword of Holy Damage, Wings, Keen Edge, Combat Expertise, Resist Fire, Resist Sonic, Resist Electricity, False Life, False Mythic Powers, Greater Quicken Metamagic Rod, Sword of Heaven, Angelic Hero, Flame of Life, Solar Winds, Halo’s Holy Aura
Defence
AC 49
Fortitude +15
Flat-Footed 41
Reflex +12
Touch 12
Will +2
Spell resistance 30
DR 3 / –
Energy Resistance Acid 50, Cold 50, Electricity 50, Fire 50, Sonic 30, Holy 10, Unholy 10, Divine 10
Immunities Mind-Affecting, Poison, Disease, Nauseated, Death, Petrified, ability score damage, drain
Offence
Reach 2′
Melee Flail +4
Attack +23 / +23 / +18
Damage 17 – 24 Crushing + 12 Holy
CMB 18
CMD 37

The “Commander” is weak, easily defeated.

After battle, figures gate in, trapping you magically. Razmir says escape is futile.

Dialogue is optional, capture is unavoidable. Unlock Dig In! trophy.

See here for the rest of the expansion guide. In the interactive book, try Mythic powers on captives – fails, but swarm splits to evade cultists. Damaging constructs in Razmir’s Palace might be hard depending on build, but Swarm Feast eliminates Animated Masks, Swarm Infest works on Mask Golems. At Mythic Rank 9, golems are not a threat.

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