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“A rescuer?! Oh, you've arrived in the nick of time, saintly adventurer - I've been trapped for so long, I daresay I'm half mad, ho-ho!„
Involvement
Within a room hidden behind an illusory wall in the Sorcerous Vault X: 374 Y: 1039, the party will come across a peculiar lamp. A party member who touches or interacts with the lamp in any way will be transported inside the lamp, where they will meet Yafeu.
Yafeu will be ecstatic to meet his rescuer, explaining that someone must be inside the lamp at all times, and any new occupant will take the place of the previous one. Yafeu will be released back into the world, and the party member trapped within the lamp.
Back outside in the vault, Yafeu will greet anyone who remained in the room, addressing them as servants. [note 1] If the party member responds indignantly that they are not servants, or tell Yafeu that it is "time to die", he will attack the party. Otherwise, Yafeu can be asked to give a little gold as compensation for the loss of the trapped party member, or be allowed to leave.
If using a summon to move the lamp, it'll be trapped instead and Yafeu is freed. If selecting the dialogue option that the party sent a summon to the lamp, the djinni will comment on their cleverness and instantly leave without any conflict.
Escaping the lamp
There are a few options for escaping the lamp, if a party member becomes trapped inside. Clicking, holding and dragging to move the lamp is sometimes required instead of "Use".
- Summoning any creature, and letting them interact with the lamp to swap places with the trapped party member.
- Summoning any creature from within the lamp will free the summoner, and trap the summoned creature. Within the lamp, there is sometimes a Scroll of Summon Quasit in one of the gilded chests X: -1602 Y: 113.
- A trapped party member can cast Banishment on themself to escape.
If the lamp is left unoccupied, for example through dismissing a summon or banishing oneself, the lamp will be destroyed.
Interactions
Inside the lamp
- There are four possible responses, including Attack. All of these options have the same result, causing Yafeu to give one response, before he ends the conversation and leaves the lamp.
- Wizards have an additional option: "High level magic is afoot here, but what?", prompting a DC 10 Arcana check that is rolled with advantage. If passed, the narrator responds with a few lines of dialogue, but this does not change the outcome of the scene.
Outside the lamp
It is not possible to pickpocket from Yafeu and nothing appears on his corpse when he is killed.
There are initially four possible responses. Some choices cause approval changes, but only with party members who are standing inside the same room as the conversation.
- Asking "Who are you?" gives the talking party member three more options afterward.
- Asking him to release the trapped party member will cause approval changes and will cause him to attack.
- Saying that you don't like your master will provide the party with 1000gp and cause approval changes.
- Let him leave has no impact.
- Asking for gold will provide the party with 1000gp and cause approval changes.
- Asking him to release the trapped party member will cause approval changes, giving the talking party member three more options afterward. Wizards replace this option with "I know what magic prisons do to a person - that won't happen to my friend."
- Asking him to release the trapped party member will cause approval changes and will cause him to attack.
- Saying that you don't like your companion will provide the party with 1000gp and cause approval changes.
- Let him leave has no impact.
- Saying "How dare you - I have no master!" will cause him to attack.
Combat
Attacks and Abilities
Related literature
Notes
- ↑ Dialogue with Yafeu outside the lamp will trigger with all those party members standing within the same room as the lamp. Any party members who attempt to enter the room after the conversation is started will immediately be pulled into the conversation, even if they are in stealth.