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by kimagure

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Guide and Walkthrough by kimagure

Version: 0.99 | Updated: 12/27/2021

Table of Contents

  1. Introduction
    1. Using This Guide
    2. Difficulty Levels
    3. Fully Installing the Arcane Unleashed DLC
  2. Game Basics
    1. Character Information
    2. Items and Equipment
    3. Movement in Area Maps
    4. Combat
    5. Traveling in the Overworld Map
    6. Resting
    7. Home Base
  3. Prologue
  4. Act 1: Stolen Land
    1. A. Oleg's Trading Post
    2. B. Nettle's Crossing
    3. North Narlmarches: Waterlogged Lowland
    4. C. Ancient Tomb
    5. D. Pine Patch
    6. E. Thorn Ford
    7. F. Swamp Road: Technic League Random Encounter
    8. G. Technic League Encampment
    9. North Narlmarches: Boggard Hunting Grounds
    10. A-2. Oleg's Trading Post Revisited
    11. North Narlmarches: Oak-That-Strayed
    12. H. Abandoned Hut
    13. I. Temple of the Elk
    14. J. Old Sycamore
    15. A-3. Oleg's Trading Post Revisisted
    16. Outskirts: Endless Plains
    17. Outskirts: Fangberry Cave
    18. Outskirts: Two-River's Field
    19. Shrike Hills: Riverine Rise
    20. Shrike Hills: Trail in the Hills
    21. K. Stag Lord's Fort
    22. A-4. Oleg's Trading Post Revisited
    23. North Narlmarches: Old Oak
    24. North Narlmarches: Tuskgutter's Lair - Amiri: Prove Your Worth Part 1
    25. North Narlmarches: Tranquil River Bend
    26. North Narlmarches: Three-Pine Islet
    27. North Narlmarches: Glade in the Wilderness
    28. Shrike Hills: Old Mesa
  5. Act 2: Troll Trouble
    1. A. Jamandi Aldori's Mansion (Act 2)
    2. B. Capital: Tuskdale
    3. Varnhold: Sorrowflow - Kalikke/Kanerah
    4. Oleg's Trading Post: Artisan Bokken
    5. B-2 Capital Revisited
    6. C. A Ford Across the Skunk River
    7. South Narlmarches: Overgrown Pool
    8. D. Ruined Watchtower
    9. South Narlmarches: Bandit Camp
    10. E. Swamp Witch's Hut
    11. South Narlmarches: Monster Den
    12. F. Lone House
    13. B-3. Capital Revisited and Bald Hilltop
    14. C-2. A Ford Across the Skunk River (Troll Invasion)
    15. D-2. Ruined Watchtower (Troll Invasion)
    16. South Narlmarches: Wilderness Encounter - Dalton
    17. South Narlmarches: Wilderness Encounter - Kobold Shaman and Branded Trolls
    18. F-2. Lone House (Troll Invasion)
    19. South Narlmarches: Kobold Trail
    20. South Narlmarches: Kobold Camp
    21. South Narlmarches: Troll Clearing
    22. G. Dwarven Ruins
  6. Act 2, Part 2: Adventuring After Troll Trouble
    1. Settling Regions During Acts 2 and 3
    2. A-1. Verdant Chambers (Group Visit)
    3. A-2. Verdant Chambers (Solo Visit)
    4. Shrike Hills: Ratnook Hill
    5. B. Bridge over the Gudrin River
    6. Kamelands: Mud Bowl
    7. Kamelands: Wolf's Lair
    8. Kamelands: Empty Skull Rock
    9. C. Secluded Lodge
    10. D. Lost Child: Swamp Witch's Hut (Revisited)
    11. Lost Child: Random Encounter - Lizardfolk
    12. E. Lost Child: Lizardfolk Village
    13. Kamelands: Bald Stones
    14. Silverstep: Dragonleaf Gulch
    15. Silverstep: Ironstone Gully
    16. Shrike Hills: Lonely Barrow
    17. Silverstep: Ancient Mine
    18. F. The Lonely Hunter: Lake Silverstep Village
    19. G. The Lonely Hunter: Silverstep Grove
    20. H. Varnhold
    21. I. Candlemere Tower
    22. Shrike Hills: Arbor Rock
    23. Shrike Hills: Hilltop Trail
    24. Dire Narlmarches: Saint Galvan's Gullet
    25. Dire Narlmarches: Brown Baldhead
    26. Dire Narlmarches: Tenacious Marsh
    27. Dire Narlmarches: Swamp Ruins
    28. Dire Narlmarches: Sunny Hillock
    29. J. An Ancient Curse, Part Two: Bald Hilltop
  7. Act 2 Companion Quests
    1. Kalikke/Kanerah: A Task for the Sweet Teeth
    2. Amiri: Prove Your Worth Part 2 - Hodag's Lair
    3. Valerie: Shelyn's Chosen
    4. Jaethal: Investigate My Death
    5. Linzi: Easier to Ask Forgiveness
    6. Tristian: Kingdom of the Cleansed
  8. Artisan Quests
    1. Artisan Bokken: An Ancient Formula
    2. Artisan Dragn: Onslaught
    3. Artisan Shaynih'a: One Thousand and One Questionable Stories
    4. Artisan Nazrielle: Nazrielle's Greatest Creation
    5. Artisan Varrask: Obliteration
    6. Artisan Sharel: A Bloody Craft
    7. Artisan Kimo Tavon: A Trail of Misfortune
    8. Artisan Kimo Tavon: Affairs of the Heart
    9. Artisan Mim: Three Wishes - Talon Peak
    10. Artisan Irlene: A Simple Favor
  9. Act 3: Season of the Bloom - A. Capital: Tuskdale
    1. B. An Amusement for Nobles
    2. C. Monster Invasion
    3. D. Random Encounter: Wilderness Clearing
    4. E1. Shrike Hills: Lonely Mill
    5. E2. Shrike Hills: Goblin Village - Mother of Monsters
    6. F. Bridge Over the Gudrin River (Revisited)
    7. G. Witch Hunt
    8. A-2. Capital: Unrest in the Streets
    9. H. Goblin Fort
    10. I. Return to the Capital
    11. J. Womb of Lamashtu
  10. A3. Capital: After the Season of the Bloom
    1. K. An Ancient Curse, Part Three - Bald Hilltop
  11. Act 3 Companion Quests
    1. Ekundayo: A Feast of Feasts
    2. Amiri: Pariah
  12. Tenebrous Depths
    1. Tenebrous Depths - Part 1
    2. Tenebrous Depths - Part 2
  13. Version Information / Update Status

Tenebrous Depths

Tenebrous Depths - Part 2

The 5th through 8th Floors of the Tenebrous Depths become accessible approximately 4 days after you complete the Quest: Season of the Bloom during Act 3.

Tenebrous Depths 5th Floor

All enemies on this floor are Cold Creatures, with cold resistance 25, +5d6 cold damage on attacks, and attacks that entangle characters on hit (Fort DC 17 to negate). I recommend using Resist Cold, Communal (3) on this floor.

5th Floor Encounters
  1. Scythe Tree x3 (Plant 9).
    • On Normal difficulty, they have AC 17, 68 hp, Fort +9/Ref +4/Will +4 saves, and DR 10/slashing. They are immune to mind-affecting spells and compulsions, fear, poison, stun, polymorph, paralysis, and sleep effects, but they are vulnerable to fire. They each make 3 attacks at a +8 to hit for 2d4+10 +5d6 cold damage. These really shouldn’t be a threat, as long as you have a decent tank.
  2. Redcap x5 (Fey 8).
  3. Hidden Door (Perception DC 28).
  4. Obsidian Flow Trap (Perception DC 20, Trickery DC 20 - 36 exp): If triggered, it activates the spell Obsidian Flow (4), which deals 6d6 fire damage (Reflex DC 20 for half) to all characters in the area.
  5. E1. Dryad (Fey 6), Satyr Archer (Fey 6); E2. Dryad (Fey 6), Satyr (Fey 8), Satyr Archer x2 (Fey 8). They all have DR 5/cold iron. The Satyr carries a Masterwork Shortsword.
  6. Acid Pit Trap (Perception DC 20, Trickery DC 20 - 36 exp): If triggered, it activates the spell Acid Pit (4) (Reflex DC 20 to avoid being sucked in).
  7. Shrine: Lore (Nature) DC 27.
  8. Scorching Ray Trap (Perception DC 17, Trickery DC 17 - 18 exp): If triggered, it shoots 3 rays at every character in the room for 4d6 fire damage per ray.
  9. Nymph (Fey 8), Bear-Like Treant x2 (Magical Beast 5), Quickwood x2 (Plant 10).
    • On Normal difficulty, the Nymph has AC 21, 60 hp, Fort +6/Ref +11/Will +9 saves, and DR 10/cold iron. Like all Nymphs, she has the Blinding Beauty ability, which will require your characters within 30 ft. of her to make a Fort DC 21 save or be blinded. She also uses Stunning Glance (Fort DC 21 or be stunned for 2d4 rounds). She’s also kind of suicidal and likes to run into melee, which makes her a lot easier to kill. I guess she has berserker blood in her. She carries a Masterwork Dagger.
    • The Quickwoods have AC 15, 95 hp, Fort +12/Ref +2/Will +5 saves, spell resistance 19, immunity to fire and electricity as well as mind-affecting, fear, poison, stun, polymorph, sleep, and paralysis effects. Each of them makes 4 attacks at a +12 to hit: a bite for 2d6+13 +5d6 cold and 3 root attacks for 1d6+13 +5d6 cold. They aren’t that dangerous if you have a decent tank and cold resistance.
    • The Treants aren’t worth talking about. They can be skinned for a Bear Pelt with a Lore: Nature DC 22, which makes me think they’re actually Treant-like Bears rather than Bear-like Treants.
  10. Hidden Door (Perception DC 28).
  11. Giant Flytrap (Plant 13). On Normal difficulty, it has 20 AC, 163 hp, Fort +17/Ref +8/Will +5 saves, acid resistance 20, and immunity to mind-affecting, fear, poison, charm, stun, polymorph, paralysis, and sleep effects. It has 4 attacks at a +14 to hit for 1d8+15 damage +5d6 cold. It shouldn’t pose much of a problem if you have a decent tank.
5th Floor Treasure
  1. Locked Chest (Trickery DC 29): Cloak of Resistance +4, Book of the Fallen Magus. This is one of the four items you need to get before fighting the Fallen Priestess on the 8th Floor!
  2. Kukri, Potion of Enlarge Person x2, Padded Armor, 67 gold.
  3. Headband of Inspired Wisdom +2.
  4. Chest (Perception DC 26): Potion of Protection from Good x2, Longbow, Dagger, Potion of Cure Serious Wounds.
  5. Gold Powder, Potion of Reduce Person x2, Silver Powder, 36 gold, Scroll of Animate Dead x2.
  6. Stainless Chainshirt (adamantine chainshirt +1, acid resistance 15), Timeworn Empty Lockpick Case from the Tenebrous Depths.
  7. Fine Hide, Studded Leather x4, Garnet Ring, 34 gold, Potion of Cure Moderate Wounds x3.

Tenebrous Depths 6th Floor

All enemies on this floor are Fiery Creatures, with fire resistance 25, +5d6 fire damage on attacks, and attacks that fatigue or exhaust targets on hit (Fort DC 22 to negate). I recommend using Resist Fire, Communal (3) on this floor. As a note, the game treats the extra fire damage as an extra source of damage for the enemy’s weapon enhancement bonuses and additional effects.

6th Floor Encounters
  1. Ice Storm Trap (Perception DC 20, Trickery DC 20 - 36 exp): If triggered, it activates the spell Ice Storm (4) in the room (2d6 cold and 3d6 bludgeoning damage).
  2. Greater Dire Bear x2 (Animal 10).
  3. Ferocious Dweomercat x2 (Magical Beast 10). On Normal difficulty, they have AC 26, 105 hp, Fort +12/Ref +18/Will +8 saves, DR 5/magic, and spell resistance 20. They make 5 attacks at a +19 to hit: a bite for 1d6+5 +5d6 fire damage and 4 claws for 1d4+5 +5d6 fire damage. Like all dweomercats, they teleport to the spellcaster if targeted with a spell, so I recommend either not using spells against them or casting something that locks them down like Hold Monster (4) if you really need to use one. They also like to charge your squishies, so keep your melee characters close.
  4. Hidden Door (Perception DC 30).
  5. Cloudkill Trap (Perception DC 25, Trickery DC 25 - 56 exp): If triggered, it activates the spell Cloudkill (5). Cloudkill counts as a poison and will be negated by Delay Poison, Communal (3).
  6. Wild Hunt Archer (Fey 22), Ferocious Smilodon x2 (Animal 14).
    • On Normal difficulty, the archer has AC 30, 187 hp, Fort +12/Ref +22/Will +19 saves, DR 10/cold iron, fire and electricity resistance 10, and cold immunity. It makes 4 attacks at a +23/+23/+18/+13 to hit for 1d8+16 piercing +1d6 cold damage and +5d6+1 fire +1d6 cold damage. It will usually use the feats Deadly Aim and Rapid Shot, which will reduce its bonus to hit to +20 but increase the damage.
      • The game treats the extra fire damage as a separate source of damage so the fire damage also gets a +1 enhancement bonus to damage and +1d6 cold damage.
    • The Smilodons have 17 AC, 133 hp, Fort +14/Ref +13/Will +7 saves, and they make 5 attacks at a +22 to hit: a bite for 2d6+10 +5d6 fire damage and 4 claws for 2d4+10 +5d6 fire damage. They can be skinned with a Lore: Nature DC 24 for a Smilodon Pelt (32 gold 5 lbs.).
    • This is likely the first Wild Hunt enemy you’ll encounter. They are very dangerous, particularly because they use Wild Gaze as a free action, which forces a character to make a Will DC 23 save or be paralyzed. They also use the spell-like ability Slay Living (Cleric 5), which is a melee touch attack that deals 12d6+22 unholy damage (Fort DC 24 to reduce to 3d6+22). Freedom of Movement (4) will negate the Wild Gaze ability. Death Ward will give a +4 morale bonus against the Slay Living ability.
    • This can be a challenging battle. I recommend taking out the archer first, as it’s the biggest threat and doesn’t have that many hp. Once he’s down, the Smilodons are pretty easy to finish off. You should use your best buffs like Displacement (4) on your tanks, Greater Invisibility (4) on your rogues, and Haste (3) on everyone. You can cluster the enemies together by having your tank(s) charge the archer while keeping the squishies at a distance. As always, Stinking Cloud (3) can make this a significantly easier battle if/when the enemies fail their saves.
  7. Shrine: Lore (Religion) DC 31.
  8. Redcap Savage (Fey 8, Barbarian 5). It carries the Vials of the Fallen Alchemist. This is one of the four items you need to get before fighting the Fallen Priestess on the 8th Floor!
  9. Chain Lightning Trap (Perception DC 27, Trickery DC 27 - 90 exp): If triggered, it activates the spell Chain Lightning (6), which deals 12d6 electricity damage (Reflex DC 24 for half).
  10. Redcap Trickster (Fey 8, Rogue 5, Corrupted Creature 2), Redcap x5 (Fey 8).
    • On Normal difficulty, it has 23 AC, 142 hp, Fort +9/Ref +16/Will +9, DR 10/cold iron, fast healing 3. The Trickster carries a Masterwork Scythe.
6th Floor Treasure
  1. Silver Ring, Potion of Feather Step, Pyrite Brooch, Potion of Cure Serious Wounds.
  2. Death From Afar (gloves that grant +4 to ranged attacks). This is one of the best, if not the best set of gloves in the game for Octavia and Ekundayo. I recommend using them in combat and swapping them for the Trapspringer’s Gloves whenever you need Octavia to unlock chests or disarm traps.
  3. Locked Chest (Trickery DC 31): Bracers of Armor +2.
  4. Chest (Perception DC 16): Potion of Vanish, Potion of Protection from Chaos x2, Old Map of Avistan x5, 60 gold.
  5. Silver Chain, Turquoise, Silver Inkwell x2, 57 gold, Potion of Blur x4.
  6. Rapier, Potion of Vanish x3, Rusty Horseshoe x2, 68 gold, Scroll of Glitterdust x3.
  7. Corrosive Dwarven Waraxe +2.

Tenebrous Depths 7th Floor

All enemies on this floor are Battering Creatures, which means that they can use various combat maneuvers like bull rush or trip on the targets of their attack. It’s worth casting Enlarge Person (1) on your tank to improve their Combat Maneuver Defense (CMD).

7th Floor Encounters
  1. Primal Manticore x2 (Magical Beast 9). It can be skinned with a Lore: Nature DC 24 check for a Manticore Pelt (32 gold, 10 lbs.).
  2. Purple Worm (Magical Beast 16). It has AC 24, 216 hp, Fort +19/Ref +8/Will +4, and it is immune to being knocked prone. It makes 2 attacks at a +20 to hit: a bite for 4d8+22 damage and a sting for 2d8+22 damage.
    • It has a very low will save and is vulnerable to control spells like Hold Monster (Bard 4/Wizard 5). It will try to swallow your characters on a successful bite, but a single purple worm shouldn't be too big of a threat against your party.
    • Its stinger carries a poison, which the Pathfinder Wiki says deals 1d4 Str damage, Fort DC 25, frequency 1/round for 6 rounds, 3 consecutive saves to cure. Honestly, though, the poison should be the least of your concerns, since I recommend always having Delay Poison, Communal (3) active and since its swallow attack is the much greater threat.
  3. Shrine: Knowledge (World) DC 31.
  4. Phantasmal Killer Trap (Perception DC 20, Trickery DC 20 - 36 exp). If triggered, it targets the activating character with the Phantasmal Killer (4) spell. That character must make a Will DC 24 to negate. If the Will save fails, they must make a Fort DC 24 or die from fear, with 3d6 damage on success.
  5. Medusa x4 (Monstrous Humanoid 8), Gargoyle x8 (Monstrous Humanoid 5).
    • The gargoyles are individually fairly weak, and despite having wings, they are susceptible to being knocked prone through abilities or the Grease (1) spell. The Medusas are the real threat here.
    • On Normal difficulty, the Medusas have AC 13, 76 hp, Fort +6/Ref +8/Will +7 saves, and fire resistance 96 (that’s not a typo, they basically have fire immunity). They will try to petrify your characters with Petrifying Gaze (Fort DC 16 negates), which causes death if the target fails its saving throw. They each carry a Masterwork Longbow.
    • Since the gargoyles aren’t that strong, I recommend approaching them with characters with very high Fort saves and having your ranged DPS focus on the Medusas, while the melee characters with lower Fort saves stay more than 30 ft. away. Or you could just neutralize that whole group with Stinking Cloud (3)—which is very effective against the Medusas (and even the Gargoyles) given their low Fort saves.
  6. F1. Hodag-like Treant (Magical Beast 8), Venomhodag (Magical Beast 8). F2. Hodag-like Treant (Magical Beast 8), Venomhodag (Magical Beast 8).
  7. Cloudkill Trap (Perception DC 25, Trickery DC 25 - 56 exp): If triggered, it activates the Cloudkill (5) spell.
  8. Crag Linnorm (Dragon 15, Corrupted Creature 2), Kobold Dragon Shaman x2 (Sorcerer 5), Kobold Boomsayer x2 (Bard 5), Kobold Blade x4 (Fighter 4). Given the fire damage, I recommend using Resist Fire, Communal (3).
    • On Normal difficulty, the Crag Linnorm has AC 33, 296 hp, Fort +20/Ref +17/Will +14 saves, DR 15/cold iron, regeneration 10 (removed with cold iron), spell resistance 26, fire immunity, and immunity to prone, sleep, paralysis, entanglement, slow, stagger, and immobilize. It makes 5 melee attacks: a bite at +20 to hit for 2d8+23 damage, 2 claws at +20 to hit for 1d8+23 damage, and 2 tail attacks at +15 to hit for 2d6+11 damage. It also has a breath weapon that deals 15d8 fire damage (Reflex DC 21 for half) (I think that’s the damage).
    • The goblins are pretty weak and many of them will likely die to the Linnorm’s fire breath. You can easily wipe them out with Cloudkill (5) or your AOE spell of choice. Cloudkill's a great spell for this encounter, since it will also deal Con damage to the Linnorm on a regular basis and since this is likely to be an extended fight. The Linnorm is tough and has a lot of hp, but this shouldn't be that difficult a battle for an 11th level party as long as you come in with Resist Fire, Communal (3) and maybe also Protection from Fire, Communal (4).
    • The Linnorm can be skinned for Linnorm Scales (625 gold, 30 lbs.) with a Lore: Nature DC 30. The kobolds carry Masterwork Weapons.
  9. Hellfire Ray Trap (Perception DC 27, Trickery DC 27 - 90 exp): If triggered, the triggering character will be hit by a hellfire ray (11d6 damage, half fire, half unholy).
  10. Hidden Door (Perception DC 32).
  11. Ghostly Mage Guard (Sorcerer 14), Ghostly Guard (Rogue 14), Ghost x2 (Warrior 7). The Mage and Rogue make this a pretty challenging encounter.
    1. Some very useful spells for this battle are Death Ward (Cleric 4) for your melee characters and Delay Poison, Communal (3) and Remove Fear (1) for the entire party. Disrupting Weapon (5) will be useful against the Ghosts, but will not likely work against the Mage or the Guard, since it only works against enemies with HD equal to or less than the spellcaster’s caster level. Still, the battle will be a lot easier once you kill off the two Ghosts, since the Guard will no longer be able to sneak attack your melee characters.
    2. I would recommend spreading out your party (or even having your squishies stay far away) since the Ghost Mage likes to use the spell Plague Storm (Cleric 6/Wizard 7), which can cause all kinds of diseases and negative effects. It also casts Cloudkill (5), but that should be negated by Delay Poison, Communal (3)—which you should have on at all times. I recommend focusing on the mage first.
    3. The Ghostly Guard uses Corrupting Touch, which is a touch attack that deals 13d6 negative damage (Fort DC 20 for half). Although the Ghosts also use Corrupting Touch, theirs only deals 1d6 negative damage. This can be negated by casting Death Ward (4) on your melee characters. The Ghosts also use Frightful Moan (Will DC 18) which causes characters to become panicked and to run away if they fail their save, so I recommend using Remove Fear (1) beforehand.
7th Floor Treasure
  1. Greatclub, Sai, Copper Ring x5, Green Quartz x5, 91 gold, Potion of Heroism, Timeworn Pinch of Cyclops Frankincense from the Tenebrous Depths.
  2. Pyrite Brooch, Silver Powder, Pocket Mirror, Potion of Cure Light Wounds, 45 gold.
  3. Athlete’s Gloves (+3 competence bonus to Athletics and Mobility checks).
  4. Hidden Chest (Perception DC 30): Engraved Bracelet x2, Longsword, Shining Scale x2, Scythe, 22 gold, Scroll of Fireball x3.
  5. Heavy Pick, Estoc, Dagger, Carved Figurine x5, 191 gold, Scroll of Bless x4.
  6. Composite Shortbow +3.
  7. Heavy Mace, Kukri, Dinosaur Bone, Fine Hide, 86 gold, Potion of Cure Moderate Wounds x2.
  8. Mesmerizing Robe (+5 bonus to concentration checks, +10 competence bonus on Persuasion checks), Map of the Fallen Fighter. This is one of the four items you need to get before fighting the Fallen Priestess on the 8th Floor!
    • The Mesmerizing Robe is a fantastic piece of equipment that I recommend wearing before you need to make any difficult Persuasion checks. A +10 bonus is huge! This will come in very handy later in Act 5 and Act 6, where there are some very high DC Persuasion checks that can give you hundreds of thousands of exp. It is one of my favorite items in the game.
    • As a note, the visual is slightly bugged and it'll have a really weird texture when you first put it on a character, but that’ll clear up the next time they leave an area.

Tenebrous Depths 8th Floor

All enemies on this level are Diseased Creatures who are immune to diseases and who inflict diseases on-hit (Fort save to prevent). They shouldn’t pose much of a problem as long as you have a good tank with you. You may, however, want to prepare some Remove Blindness (Cleric 3), remove Disease (3), and Lesser Restoration (2) spells.

8th Floor Encounters
  1. Goblin Death Eye x2 (Fighter 5, Rogue 5), Goblin Arch-Chemist x2 (Alchemist 7, Rogue 1), Doomspider x3 (Magical Beast 7), Primal Giant Spider x3 (Vermin 9).
    • None of these enemies are individually very tough for a 10th or 11th level party, but there are a lot of them. The biggest threats are the Arch-Chemists and the Death Eyes, because the spiders will tie you up in melee. I recommend using Resist Fire, Communal (3) and Delay Poison, Communal (3) before the battle to neutralize the Arch-Chemists and to prevent the spiders’ poison.
    • The Arch-Chemists carry Rings of Protection +1 and Masterwork Light Crossbows. The Death Eyes carry Composite Shortbows.
  2. Acid Pit Trap (Perception DC 20, Trickery DC 20 - 36 exp): If triggered, it activates the Acid Pit (4) spell (Reflex DC 22 to avoid).
  3. Shrine: Knowledge (Arcana) DC 30.
  4. Quickspider x3 (Magical Beast 7).
  5. Resonating Word Trap (Perception DC 30, Trickery DC 30 - 135 exp): If triggered, the triggering character is targeted by the spell Resonating Word (7), which requires them to make up to 3 Fort DC 25 saves or take progressively greater damage and suffer status effects.
  6. Primal Spider Matriarch (Magical Beast 10), Quickspider x3 (Magical Beast 7), Spider Swarm x7 (Vermin 2). Given the large number of swarms in this room, I recommend pulling your party back to the previous room, to get the swarms to gather together so you can use Fireball (3) or another AOE spell of your choice.
  7. Chain Lightning Trap (Perception DC 27, Trickery DC 27 - 90 exp): If triggered, the spell Chain Lightning (6) fires for 12d6 electricity damage (Reflex DC 24 for half).
  8. Hidden Door (Perception DC 30).
  9. Primal Spider Matriarch.
  10. The Fallen Priestess (Cleric 15, Corrupted Creature 4), Goblin Commando Commander x3 (Fighter 10), Goblin Sneakwhack x3 (Rogue 10), Goblin Death Eye x3 (Fighter 5, Rogue 5).
    • Make sure you have all 4 items of the Fallen Priestess before starting this battle!
    • On Normal difficulty, the Priestess has AC 29, 135 hp, Fort +12/Ref +10/Will +21 saves and DR 10/adamantite. She uses Shield of Faith (1) and Frightful Aspect (8) spell, which improves her AC and gives her spell resistance 19. Finally, she has a permanent Freedom of Movement (4) effect on her.
      1. As a 15th level cleric, she has access to 8th level spells, which makes her dangerous, and she’ll use spells like Rift of Ruin (8) and Destruction (7) to wreak havoc on your party. She also has an Aura of Madness (which will force enemies within 30 ft. of her to make a Will save DC 32 or be confused), while her Frightful Aspect (8) will make your characters within 30 ft. of her shaken and will make them frightened if they hit her.
    • The Fallen Priestess can do a lot of damage to your party while you’re dealing with the goblins. The easiest way to deal with her is to use Stinking Cloud (3) (or a heightened version of that spell) or Baleful Polymorph (5). Stinking Cloud is the better option, since it's not subject to spell resistance and since you don't need to be as close to cast it. These spells are cheap, but super effective, given her low Fort save. Holds like Hold Person (2) and control spells like Web (2) or Grease (1) will not be very effective because of her permanent Freedom of Movement effect. You’re also unlikely to get much use out of other will-based control spells given her high will saves.
    • The goblins are less of a threat, but there are a lot of them and many of them are rogues. With this many 10th level enemies, a couple are bound to get lucky and to hit on a natural 20, even if you have a great tank.
    • I strongly recommend using control spells to lock them down or other tricks like the Peridot Wyvern or summons. If you want to fight her straight, I recommend fully buffing and using Death Ward (4) on as many of your characters as you can. It won’t negate her Destruction (7), but it’ll improve your saves. You’ll also likely want to be a level 12+ or 13+ party.
    • The goblins carry Masterwork Weapons and Composite Shortbows. The Priestess carries a Heavy Shield +2, a Breastplate +2, a Belt of Incredible Dexterity +4, a Headband of Inspired Wisdom +4, Amulet of Natural Armor +3, and the Robe of the Fallen Priestess. The Robe will only drop if you have the four other items of the Fallen Priestess on you when you defeat her. You can show it to Xelliren for additional dialogue options, and you need to get it for the best ending to the dungeon.
  11. Volcanic Storm Trap (Perception DC 20, Trickery DC 20 - 36 exp): if triggered, it activates the Volcanic Storm (4) spell, hitting everyone in the room for 2d6 fire damage and 3d6 bludgeoning damage.
8th Floor Treasure
  1. Dinosaur Bone, Pearl x5, Javelin, Warhammer, 82 gold, Scroll of Haste x3.
  2. Locked Chest (Trickery DC 31): Wand of Crushing Despair (9 charges, caster level 13).
  3. Scalemail, Sickle, Banded Mail, Kukri, 4 gold, Potion of Cure Moderate Wounds x3.
  4. Hidden Box (Perception DC 30): Hide Armor, Animal Hide x5, Battleaxe, Greatsword, 198 gold, Potion of Cure Serious Wounds x2, Letter of the Fallen Ranger. This is one of the four items you need to get before fighting the Fallen Priestess on this floor! Make sure to take it before advancing to the combat at Encounter J!
  5. Silver Ring, Shining Shell x5, Topaz Ring, Fine Hide, 46 gold, Scroll of Dimension Door.
  6. Bracers of Armor +6.
  7. Judgmental Gaze (+4 to Wis and Inquisitors get 1 additional use of Judgment/day). This is a great item for Jaethal.
Exiting the 8th Floor

IX. Like before, you will not be able to advance further at this time. Return to the Capital for now and come back the next time you're told to return, after completing the Act 4 main quest.