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(→‎Walkthrough: The rubble can be cleared with Bludgeoning damage as well.)
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[[File:Clear Rubble Rothe Quest.jpg|thumb|The deep rothé are tired of being abused.]]
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| description = Get Past the Rubble is a sub-quest of The Adamantine Forge quest in Act One of Baldur's Gate 3. It can be started by speaking with Herdmaster Skarjall at Grymforge or using Speak With Animals to speak to the deep rothé.
| image = Clear Rubble Rothe Quest.jpg
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[[File:Clear Rubble Rothe Quest.jpg|thumb|{{noexcerpt|The deep rothé are tired of being abused.}}]]
'''Get Past the Rubble''' is a sub-[[quest]] of {{Quest|The Adamantine Forge}} in [[Act One]] of Baldur's Gate 3. It can be started by speaking with {{CharLink|Skarjall|Herdmaster Skarjall}} at [[Grymforge]] or using {{SAI|Speak with Animals}} to speak to the deep rothé.


'''Get Past the Rubble''' is a sub-[[quest]] of [[The Adamantine Forge (Quest)|The Adamantine Forge]] in [[Act One]] of Baldur's Gate 3. It can be started by speaking with [[Herdmaster Skarjall]] at [[Grymforge]] or using {{SmIconLink|Speak With Animals Icon.png|Speak with Animals}} to speak to the deep rothé.
== Objectives ==
 
''Objectives and journal entries may vary pending story decisions and outcomes.''
{{SpoilerWarning}}
{{Quest objective|Clear the rubble.|
{{clear}}
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Clear the rubble.</div>
<div class="mw-collapsible-content">
* We found a passage buried in rubble that leads to the Adamantine Forge. We should clear it.
* We found a passage buried in rubble that leads to the Adamantine Forge. We should clear it.
</div></div>
}}
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
{{Quest objective|Quest Complete|
<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
* <u>'''If the party destroy the rubble:</u>''' We destroyed the rubble.
<div class="mw-collapsible-content">
* <u>'''If the deep rothé destroy the rubble:</u>''' We got past the rubble.
* <u>'''If explosive barrels were used to destroy the rubble:</u>''' We destroyed the rubble.
* <u>'''If the party fail to reach the Adamantine Forge:</u>''' We left Grymforge without reaching the Adamantine Forge.
* <u>'''If the deep rothe were used to destroy the rubble:</u>''' We got past the rubble.
}}
* <u>'''If the player failed to get to the Adamantine Forge:</u>''' We left Grymforge without reaching the Adamantine Forge.
</div></div>


== Walkthrough ==
== Walkthrough ==
After entering Grymforge, climb the stairs and move north to encounter Herdmaster Skarjall (X:-658, Y:443). Skarjall orders the party to whip the [[Deep Rothé]] that are clearing out some rubble. If asked why, Skarjall can be persuaded (DC 15) to tell the party there is adamantine nearby and shows them a piece of [[Adamantine Slag]] as evidence. He says he'll pay the party in gold if they help clear the rubble, but that the [[The Adamantine Forge (Location)|Adamantine Forge]] is clan property.
After entering [[Grymforge]], the party can climb the stairs and travel north to encounter {{CharLink|Skarjall|Herdmaster Skarjall}} at {{Coords|-658|443}}. Skarjall orders the party to whip the {{CharLink|Deep Rothé}} that are clearing out rubble. If asked why, passing a {{Ability check|Persuasion|15}} causes Skarjall to show the party a piece of {{SmRarityItem|Adamantine Slag}}, revealing the presence of nearby adamantine. He offers to pay the party in gold if they clear the rubble, but asserts that the [[Adamantine Forge]] is clan property.


How the party handles the deep rothé can impact how the rubble is cleared:
The party's interaction with the deep rothé can impact how the rubble is cleared:
* If the party baits Skarjall into whipping the beasts again, by telling him the rothé deserve the whip and asking why he can't crack his whip one more time, then both Skarjall and the rothé become hostile.
* If telling Skarjall that the rothé deserve the whip and asking why he cannot crack his whip one more time, then both Skarjall and the rothé become hostile.
* If the party passes an [[Animal Handling]] check (DC 15), the rothé can be convinced to either continue working or to turn on their duergar masters.
* If passing a {{Ability Check|Animal Handling|15}}, the rothé can be convinced to either continue working or turn on their duergar masters.
* If the party uses Speak with Animals to speak with the rothé, they can also be convinced to clear out the rubble or turn on the duergar.
* If speaking with the rothé via {{SAI|Speak with Animals}}, they can be convinced to clear out the rubble or turn on the duergar.
* The party can whip the rothé themselves, which turns the rothé hostile.
* The party can whip the rothé themselves, which turns the rothé hostile.


If the rothé are convinced to keep working, Skarjall turns on the party, saying he wants all the spoils for himself. However, the rothé aid the party in defeating him. If the party simply told the rothé to turn on their masters, then they can be asked to clear out the rubble afterwards. The rubble can also be destroyed using bludgeoning or force damage (ie spells like [[Eldritch Blast]] or smokepowder bombs).
If the rothé are convinced to continue working, Skarjall turns on the party, saying he wants all the spoils for himself. However, the rothé aid the party in defeating him. If the party convince the rothé to turn on their masters, then they can be asked to clear out the rubble afterwards. The rubble can also be destroyed using bludgeoning or force damage (i.e. spells like {{SAI|Eldritch Blast}} or {{SmRarityItem|Smokepowder Bomb|Smokepowder Bombs}}.
 
In combat, Skarjall is joined by {{CharLink|Grundril}} and {{CharLink|Morgya}}. The rest of the fortress remains neutral to the party during and after the battle.
 
The party can earn 80 [[Experience|XP]] at the start of the fight if the rothé are convinced to turn on their masters. Each duergar rewards 75 XP. Finally, asking the rothé to destroy the rubble rewards another 80 XP.


In the battle, Skarjall is joined by [[Grundril]] and [[Morgya]]. The rest of the fortress remains neutral to the party during and after the battle.
== Companion approval ==
* Convince the deep rothé to clear the path.
** {{Dialogue option|Breathe. Focus...|roll=Persuasion}} {{Approval|Karlach|-1}}
* Convince the deep rothé to attack the duergar.
** {{Dialogue option|Give in to your rage...|roll=Persuasion}} {{Approval|Gale|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}}


You can push enemies over the cliff edge as they have no special loot.
== Related quests ==
* {{Quest|The Adamantine Forge}}


== Notes ==
== Notes ==
* This quest is entirely optional - the Adamantine Forge can be accessed in other ways, such as using [[Misty Step]] or [[Fly]] (see the Adamantine Forge quest for more details).
{{notebegin}}
* This quest is entirely optional - the Adamantine Forge can be accessed in other ways, such as using {{SAI|Misty Step}} or {{SAI|Fly}}. See {{Quest|The Adamantine Forge}} for more details.
{{noteend}}


{{NavQuests}}
{{NavQuests}}
[[Category:Quests]]
[[Category:Quests]]

Latest revision as of 00:30, 11 February 2025

Get Past the Rubble is a sub-quest of The Adamantine Forge The Adamantine Forge in Act One of Baldur's Gate 3. It can be started by speaking with Skarjall Herdmaster Skarjall at Grymforge or using Speak with Animals Speak with Animals to speak to the deep rothé.

Objectives[edit | edit source]

Objectives and journal entries may vary pending story decisions and outcomes.

Clear the rubble.
  • We found a passage buried in rubble that leads to the Adamantine Forge. We should clear it.
Quest Complete
  • If the party destroy the rubble: We destroyed the rubble.
  • If the deep rothé destroy the rubble: We got past the rubble.
  • If the party fail to reach the Adamantine Forge: We left Grymforge without reaching the Adamantine Forge.

Walkthrough[edit | edit source]

After entering Grymforge, the party can climb the stairs and travel north to encounter Skarjall Herdmaster Skarjall at X: -658 Y: 443. Skarjall orders the party to whip the Deep Rothé Deep Rothé that are clearing out rubble. If asked why, passing a DC 15 Persuasion check causes Skarjall to show the party a piece of Adamantine Slag, revealing the presence of nearby adamantine. He offers to pay the party in gold if they clear the rubble, but asserts that the Adamantine Forge is clan property.

The party's interaction with the deep rothé can impact how the rubble is cleared:

  • If telling Skarjall that the rothé deserve the whip and asking why he cannot crack his whip one more time, then both Skarjall and the rothé become hostile.
  • If passing a DC 15 Animal Handling check, the rothé can be convinced to either continue working or turn on their duergar masters.
  • If speaking with the rothé via Speak with Animals Speak with Animals, they can be convinced to clear out the rubble or turn on the duergar.
  • The party can whip the rothé themselves, which turns the rothé hostile.

If the rothé are convinced to continue working, Skarjall turns on the party, saying he wants all the spoils for himself. However, the rothé aid the party in defeating him. If the party convince the rothé to turn on their masters, then they can be asked to clear out the rubble afterwards. The rubble can also be destroyed using bludgeoning or force damage (i.e. spells like Eldritch Blast Eldritch Blast or Smokepowder Bombs.

In combat, Skarjall is joined by Grundril Grundril and Morgya Morgya. The rest of the fortress remains neutral to the party during and after the battle.

The party can earn 80 XP at the start of the fight if the rothé are convinced to turn on their masters. Each duergar rewards 75 XP. Finally, asking the rothé to destroy the rubble rewards another 80 XP.

Companion approval[edit | edit source]

  • Convince the deep rothé to clear the path.
    • [PERSUASION] Breathe. Focus... Karlach disapproves -1
  • Convince the deep rothé to attack the duergar.
    • [PERSUASION] Give in to your rage... Gale approves +1 Karlach approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1

Related quests[edit | edit source]

Notes[edit | edit source]

  • This quest is entirely optional - the Adamantine Forge can be accessed in other ways, such as using Misty Step Misty Step or Fly Fly. See The Adamantine Forge The Adamantine Forge for more details.