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Zaith'isk: Difference between revisions
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[[File:Zaith'isk.jpeg|thumb|right|The Zaith'isk in Crèche Y'llek]] | [[File:Zaith'isk.jpeg|thumb|right|The Zaith'isk in Crèche Y'llek]] | ||
A '''zaith'isk''' is a partly organic, partly mechanical [[Githyanki]] device that purportedly purifies a [[Mind Flayer Tadpole]] from an infected victim. One can be found in the Infirmary of [[Crèche Y'llek]] | A '''zaith'isk''' is a partly organic, partly mechanical [[Githyanki]] device that purportedly purifies a [[Mind Flayer Tadpole]] from an infected victim. One can be found in the Infirmary of [[Crèche Y'llek]]. | ||
== | == Involvement == | ||
{{Main|Find the Githyanki Crèche}} | |||
When encountered, the party can talk to {{CharLink|Stornugoss|Ghustil Stornugoss}}, the resident doctor, to ask that the zaith'isk be used to remove the tadpole from the party member's head. Once the party lies down in the machine, they must pass three saving throws in order to successfully complete the procedure, a {{Saving Throw|Intelligence|12}}, a DC 15 {{Saving Throw|Wisdom|15}}, and a DC 18 {{Saving Throw|Constitution / Wisdom / Charisma / Intelligence|18}} depending on the class. | |||
If speaking to {{CharLink|Stornugoss|Ghustil Stornugoss}} and then killing her, then the party cannot interact with the '''zaith'isk'''. To use the machine the party must either interact with it before speaking with her or leave her alive until after using it, if speaking with her. | |||
=== Outcome === | |||
The failed saving throw, respectively, give -2 to {{Pass|Weakened Intelligence|Intelligence}}, {{Pass|Weakened Wisdom|Wisdom}}, and {{Pass|Weakened Constitution|Constitution}}. Consuming a {{SmRarityItem|Mind Flayer Parasite Specimen}} with the affected character, either through the inventory or by unlocking an Illithid Power, gets rid of these debuffs. One specimen gets rid of all three debuffs; multiple specimen are not needed. | |||
If passing all three saving throws, the parasite strengthens and gives the {{Pass|Awakened}} buff, which allows using all Illithid powers as a bonus action instead of a regular action. | |||
Regardless of whether succeeding or failing, the ''zaith'isk'' is destroyed by the [[Dream Visitor]], who may exclaim, "Enough!". | |||
If passing a {{SkillCheck|Deception|15}} (or a {{SkillCheck|Performance|15}} if the player character was in the machine) Ghustil Stornugoss lets the party leave. Otherwise, she fetches assistants, locking the door ({{SkillCheck|Sleight of Hand|10}}) behind her. After some time passes, some Githyanki barge in and attack the party. This does not cause the other characters in the creche to turn hostile, and it is possible to safely fast travel to avoid the fight. | |||
== Special interactions with Lae'zel == | |||
[[File:Zaith'isk in use.jpeg|thumb|The Zaith'isk in use.|alt=Lae'zel in the zaith'isk, eyes glowing and in agony.]] | [[File:Zaith'isk in use.jpeg|thumb|The Zaith'isk in use.|alt=Lae'zel in the zaith'isk, eyes glowing and in agony.]] | ||
If {{CharLink|Lae'zel}} is an active party member, the player character gains {{Approval|Lae'zel|+5}} and she insists on using the machine first. The party can opt to demand to go first by selecting ''Stand back. I'm going first'', but Lae'zel objects. The party can convince her using a [[Persuasion]] or [[Investigation]] check. Succeeding a check grants {{Approval|Lae'zel|+3}} while failing results in {{Approval|Lae'zel|-3}}. | |||
Alternatively, the party can demand to go first, and if sticking to that decision it results in Lae'zel turning hostile against the party along with the Ghustil. Otherwise, letting Lae'zel go first grants {{Approval|Lae'zel|+10}}. | |||
There is a set of three stages as if the player went through the process, however it is slightly different. Instead, the party must convince Lae'zel not to go through the process after realizing the machine is intended to kill her. The first stage is either a {{SkillCheck|Persuasion|30}}, or a {{SkillCheck|Wisdom|30}} (if passing the automatic {{SkillCheck|Perception|14}}). If failing to convince Lae'zel or not trying to stop the process, the second stage is either a {{SkillCheck|Deception|30}}, or a {{SkillCheck|Wisdom|21}} (if failing, a Deception check is still available) followed by a {{SkillCheck|Persuasion|21}}. The final stage is a {{SkillCheck|Wisdom|30}}, or {{SkillCheck|Arcana|30}}, {{SkillCheck|Deception|30}} (if not trying to stop the process or failing a Persuasion check in the second stage), {{SkillCheck|Constitution|21}} (if not rolling a Wisdom check in the second stage; if failing, other checks are still available) followed by a {{SkillCheck|Persuasion|21}}, {{SkillCheck|Persuasion|21}} (if passing a Wisdom check in the second stage but not choosing to stop the process). Succeeding the Arcana check grants the party member access to the {{Pass|Awakened}} passive as though they went through the cure themselves. You can't get this passive if you stopped the process by succeeding any other checks before or during the final stage. | |||
If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain {{Approval|Astarion|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}}. | |||
== Related quests == | |||
* {{Quest|Find the Githyanki Crèche}} | |||
== External links == | |||
=== | |||
* {{FRWiki|Zaith'isk|long}} | * {{FRWiki|Zaith'isk|long}} | ||
[[Category:Environmental objects]] | [[Category:Environmental objects]] |
Latest revision as of 16:41, 4 March 2025
A zaith'isk is a partly organic, partly mechanical Githyanki device that purportedly purifies a Mind Flayer Tadpole from an infected victim. One can be found in the Infirmary of Crèche Y'llek.
Involvement[edit | edit source]
When encountered, the party can talk to Ghustil Stornugoss, the resident doctor, to ask that the zaith'isk be used to remove the tadpole from the party member's head. Once the party lies down in the machine, they must pass three saving throws in order to successfully complete the procedure, a Intelligence saving throw, a DC 15
Wisdom saving throw, and a DC 18
Constitution / Wisdom / Charisma / Intelligence saving throw depending on the class.
If speaking to Ghustil Stornugoss and then killing her, then the party cannot interact with the zaith'isk. To use the machine the party must either interact with it before speaking with her or leave her alive until after using it, if speaking with her.
Outcome[edit | edit source]
The failed saving throw, respectively, give -2 to , , and . Consuming a Mind Flayer Parasite Specimen with the affected character, either through the inventory or by unlocking an Illithid Power, gets rid of these debuffs. One specimen gets rid of all three debuffs; multiple specimen are not needed.
If passing all three saving throws, the parasite strengthens and gives the buff, which allows using all Illithid powers as a bonus action instead of a regular action.
Regardless of whether succeeding or failing, the zaith'isk is destroyed by the Dream Visitor, who may exclaim, "Enough!".
If passing a DC 15 Deception check (or a
DC 15 Performance check if the player character was in the machine) Ghustil Stornugoss lets the party leave. Otherwise, she fetches assistants, locking the door (
DC 10 Sleight of Hand check) behind her. After some time passes, some Githyanki barge in and attack the party. This does not cause the other characters in the creche to turn hostile, and it is possible to safely fast travel to avoid the fight.
Special interactions with Lae'zel[edit | edit source]
If Lae'zel is an active party member, the player character gains +5 and she insists on using the machine first. The party can opt to demand to go first by selecting Stand back. I'm going first, but Lae'zel objects. The party can convince her using a Persuasion or Investigation check. Succeeding a check grants
+3 while failing results in
-3.
Alternatively, the party can demand to go first, and if sticking to that decision it results in Lae'zel turning hostile against the party along with the Ghustil. Otherwise, letting Lae'zel go first grants +10.
There is a set of three stages as if the player went through the process, however it is slightly different. Instead, the party must convince Lae'zel not to go through the process after realizing the machine is intended to kill her. The first stage is either a DC 30 Persuasion check, or a
DC 30 Wisdom check (if passing the automatic
DC 14 Perception check). If failing to convince Lae'zel or not trying to stop the process, the second stage is either a
DC 30 Deception check, or a
DC 21 Wisdom check (if failing, a Deception check is still available) followed by a
DC 21 Persuasion check. The final stage is a
DC 30 Wisdom check, or
DC 30 Arcana check,
DC 30 Deception check (if not trying to stop the process or failing a Persuasion check in the second stage),
DC 21 Constitution check (if not rolling a Wisdom check in the second stage; if failing, other checks are still available) followed by a
DC 21 Persuasion check,
DC 21 Persuasion check (if passing a Wisdom check in the second stage but not choosing to stop the process). Succeeding the Arcana check grants the party member access to the passive as though they went through the cure themselves. You can't get this passive if you stopped the process by succeeding any other checks before or during the final stage.
If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain +1
+1
+1
+1
+1.
Related quests[edit | edit source]
External links[edit | edit source]
Zaith'isk on the Forgotten Realms Wiki