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Find the Githyanki Crèche is a sub-Quest of Act One's main quest, Find a Cure. It can be initiated as soon as Lae'zel is rescued during Free Lae'zel if she joins the party. For the majority of Act One, this quest is directly connected to Lae'zel's Companion quest, The Githyanki Warrior.
Objectives[edit | edit source]
Objectives and journal entries may vary pending player decisions and outcomes.
Walkthrough[edit | edit source]
As part of Free Lae'zel, Lae'zel is trapped in a cage and speaks telephatically with the party to let her out. If asked why they should do that, she states that she has a cure for the tadpole, but she will only share it if they set her free. Two tieflings, Nymessa and Damays discuss how their friend Zorru was nearly gutted by a squad of githyanki warriors. Assuming Lae'zel is with them, they intend to bring her back to the Druid Grove so that their leader can deal with her. The party can either kill them, or convince them to run away and let the party deal with Lae'zel.
Once Lae'zel is freed, she explains that the cure can be found at a githyanki crèche. They have a special device - a Zaith'isk - which can cure those infected by mindflayer tadpoles. Hearing that there is githyanki activity in the area, Lae'zel suggests they track down Zorru and see what he knows.
Zorru can be found in The Hollow, near the tiefling's storehouse. If the party speaks to him with Lae'zel in the party, he is instantly terrified that she's come to kill him. Regardless of the choices made, Zorru reveals what he knows if Lae'zel is around, as he's too scared to disobey. One of his friends was gutted in front of him, near the Mountain Pass. One of Zorru's friends can be found at the Blighted Village, labeled simply as a Dead Tiefling (X:5, Y:366). She is in the same room as the ogres. Using on her reveals that she too encountered githyanki in the mountains.
The Githyanki Patrol[edit | edit source]
This conversation is complex, with multiple variations depending on whether Voss speaks with Lae'zel, a gith origin, or any other character. Each variation requires a different number of ability checks to avoid hostilities. This page will focus on the path of least resistance, with or without Lae'zel.
Lae'zel Speaks with Voss[edit | edit source]
If Lae'zel is in the party, the encounter becomes much simpler.
- Nod to Lae'zel. Go ahead.
- [GITHYANKI] I will be speaking on my kin's behalf, Kith'rak.
- I will be speaking on her behalf, gith.
Choose the first option to allow Lae'zel to speak, and Voss reveals the search for a githyanki artefact. He asks if Lae'zel has seen anything like that. Choose the ability check:
- [PERSUASION] Mouth a silent command to Lae'zel: 'play along'. (DC 10)
After the DC 10 check, another passive deception check happens in the background using the Avatar character’s Charisma (and deception proficiency if applicable). If Voss determines that you are lying, he commands the patrol to attack.
If you succeed the check, Voss commands Lae'zel to go to the crèche and aid the search for the artefact before flying off.
Gith (or "Gith") Origin Speaks with Voss[edit | edit source]
If a githyanki origin, or a character disguised as gith using , Voss will ask what they are doing so far away from their crèche. If the character is accompanied by non-gith characters or those disguised as non-gith, he will question their company. If the player is merely disguised as a gith, the player must pass a DC 15 Deception check or DC 15 Performance check in order to earn the Kith’rak’s trust. This is also the case if the player is actually a gith but has non-gith companions present. If a githyanki origin character is alone or accompanied by gith-only companions, there is no check.
If successful, he will explain the search for the artefact and demand the player head to the crèche to join the hunt before flying away. Otherwise, the player must fight the patrol.
Non-Gith Origin Character Speaks with Voss[edit | edit source]
This is the most difficult path. If Lae'zel is not in the party, or the player insists on speaking on her behalf, Voss asks why he shouldn't run them through.
- [SLEIGHT OF HAND] Silently hold his stare and discreetly prepare to attack. (DC 15)
- [INSIGHT] You would've done so already if you didn't want something from me first. (DC 10)
- [INTIMIDATION] I just want passage - if I have to go through you, so be it. (DC 15)
- [BARBARIAN] [INTIMIDATION] You'd sprain your wrist trying. (DC 18)
- [PERSUASION] I don't know you. I pose no threat. (DC 15)
- [FIGHTER] [RANGER] Try it - Let’s see who walks away alive.
Succeed in any of the checks and Voss remains neutral. He reveals the search for the artefact. Choose one of these options:
- I'll help if I can.
- You'll need to start from the beginning - what is this weapon you're after?
- I might know something, but it’ll cost you.
Voss tells them to be silent while doing rapid hand gestures:
- [ARCANA] Silently interpret the meaning of the gestures. (DC 10)
- [WIZARD] [WARLOCK] [SORCERER] [WISDOM] He is casting Detect Thoughts - steel your mind to resist it. (DC 10)
Succeeding this check and choosing to resist the probing with another Wisdom check (DC 10) causes Voss to get frustrated at the uselessness of their thoughts. Otherwise, he learns they have a mind flayer tadpole and the githyanki become hostile.
- [PERSUASION] I could help if you let me live - search for this weapon perhaps. (DC 15)
- [PERSUASION] You ought to just leave. You've no right to decide my fate. (DC 15)
- [INTIMIDATION] Why are you hesitating, then? Try it, I dare you. (DC 15)
- [BARBARIAN] [INTIMIDATION] Give it a try. I’m hungry for a little fun. (DC 15 )
- [ROGUE] A corpse is useless. But a living informant might unearth something.
- [DETECT THOUGHTS] Read his thoughts.
A successful pass of any of these checks and Voss lets the party live. He tells them to go to the crèche - ahead, at the Mountain Pass. Otherwise, Voss becomes suspicious that the party is infected with tadpoles or carries the artefact, then he flies off on his dragon and orders his soldiers to kill them all. Sarth Baretha, Raider Chost, Raider Zastri, and Gish For'reth attack the party.
Accessing the Monastery[edit | edit source]
The Rosymorn Monastery is accessed from the Mountain Pass. Find the Cable Car Wheel (X:-47, Y:-74) and succeed in a Strength check (DC 15) to summon the cable car. Climb on the cable car and use the wheel to move towards the Monastery. If this does not work, there is an alternate path to reach the Monastery. Follow the path east until a cutscene triggers where a group of githyanki warriors shoot down some cultists.
If not engaging those warriors in combat, the Rosymorn Monastery Doors will be locked and magically enchanted, but there are several routes inside. For instance, there are broken windows that can be climbed through (X:64, Y:31) just west of the doors. Once inside, there are a number of drunk Kobolds who can be snuck past or killed. The party must move north to the giant crack in the wall. From here, it's neccessary to jump up the rocks to get higher up on the Monastery.
The Githyanki Crèche[edit | edit source]
From upper floor, move north up the hall, then jump across the gap to the east. Move south, then east to find a set of crumbling stairs. Jump past the gaps to follow the stairs down. Once the stairs have been descended, move north and a barricade is on the western wall. Destroy it and walk through. Move north through the oak door, then keep moving west past the statue of Lathander. (Note: There is a lever on the wall (X;78, Y:49) that opens the monastery doors, which can make reentering the monastery easier)
After moving west, follow the stairs to north to reach the Monastery Basement (X:74, Y:80) where Crèche Y'llek resides. The githyanki are suspicious to outsiders - Lae'zel can smooth the way without any checks if she's in the party, or the party can gain access by persuading, intimidating, or deceiving the guards.
The Infirmary[edit | edit source]
The infirmary (X:1299, Y:-809) is on the southwestern end of the crèche. Ghustil Stornugoss is in charge of Zaith'isk purification and research on the illithids. Speak to her and reveal that the party is infected with tadpoles to initiate the purification.
The party can Investigate the device closely (DC 15), learning that it's a synthesis of illithid anatomy and metal alloys. It hums with psionic energy hinting at paths into unknown minds and unseen planes.
Origin Character Sits in the Zaith'isk[edit | edit source]
Stage one[edit | edit source]
If the player sits on the zaith'isk, the device pulses and they feel utter agony, triggering an Intelligence Saving Throw (DC 12) to seek the tadpole:
- [INTELLIGENCE] Follow the doctor's instruction. Seek the tadpole. (DC 12)
- [GITHYANKI] [INTELLIGENCE] Follow the ghustil's instruction. Seek the tadpole. (DC 12)
- [INTELLIGENCE] Focus the device on your tadpole. (DC 12) (if using it without Stornugoss)
Stage two[edit | edit source]
Unfortunately, the parasite only doubles down and burrows further, triggering a Wisdom Saving Throw (DC 15). The Netherese magic within the tadpoles causes it to fight back again:
- [WISDOM] Stay calm. Guide the device closer. (DC 15)
- [GITHYANKI] [WISDOM] Remember your orders. Bring the device closer. (DC 15)
Stage three[edit | edit source]
Finally, one last saving throw must be made:
- [CONSTITUTION] Keep going. Complete the extraction. (DC 18)
- [LAE'ZEL] [CONSTITUTION] Pursue the visions you saw. See where they lead. (DC 18)
- [GITHYANKI] [CONSTITUTION] Complete your purification. Surrender to Vlaakith's will. (DC 18)
- [MONK] [WISDOM] Channel your ki. Flood the creature with your essence. (DC 18)
- [DRUID] [WISDOM] Seek the tadpole's essence. Flood it with power. (DC 18)
- [CLERIC] [WISDOM] Pray for deliverance. Flood the creature with divine power. (DC 18)
- [INTELLIGENCE] Focus on this ancient magic. Feed it with your own. (DC 18)
- [WIZARD] [INTELLIGENCE] Study the ancient magic. Trace its forms. Align yourself with them. (DC 18)
- [ARCHFEY] [CHARISMA] Beseech your patron to lend the tadpole a mote of faerie arcana. (DC 18)
- [FIEND] [CHARISMA] Ask your patron to lend the tadpole some diabolic might. (DC 18)
- [GREAT OLD ONE] [CHARISMA] Entreat your patron - ask it to lend the tadpole eldritch power. (DC 18)
- [BARD] [CHARISMA] Harmonise with the tadpole's magic. Amplify it. (DC 18)
- [PALADIN] [CHARISMA] Share your oathbound magics with the tadpole. (DC 18)
- [SORCERER] [CHARISMA] Follow the strange magic to its source. (DC 18)
- [BARBARIAN] [CONSTITUTION] LET THE TADPOLE FEED ON YOUR RAGE. MAKE IT STRONG. (DC 18 )
Lae'zel Sits in the Zaith'isk[edit | edit source]
Lae'zel insists on going first. The player can let her, insist that they go first because Lae'zel owes her success to them. The player can respond with the following choices:
- [GITHYANKI] [PERSUASION] I have ably commanded this party. I will be cleansed first. (DC 10) (roll removed if high enough approval)
- [PERSUASION] You would still be hunting for this place without my guidance. I will be cured first. (DC 10) (roll removed if high enough approval)
- [INVESTIGATION] Out of my way. Or would you rather I split you in two and walk through the centre? (DC 10)
- [GITHYANKI] [INVESTIGATION] Back off, or I will personally present your head to Vlaakith. (DC 10)
- [BARBARIAN] [INVESTIGATION] ROAR! (DC 10 )
Selecting the following option and sticking to it results in Lae'zel turning hostile against the party along with the Ghustil:
- Make way, Lae'zel. I am purging myself of this damned parasite.
If the party tells Lae'zel to go ahead, she eagerly sits on the zaith'isk and grants +10. 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 +1.
Stage one[edit | edit source]
If the player passes a passive DC 14 Perception check check, they will realize the machine will not survive the procedure unscathed. The player will feel Lae'zel's mind ripping and rupturing and can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a persuasion check:
- [PERSUASION] Get out of there, Lae'zel. You won't survive this anguish. (DC 30)
- [WISDOM] Call on your parasite. Show Lae'zel what she stands to lose. (DC 30)
- [GITHYANKI] [HISTORY] Extract yourself. Mother Gith would not wish you to suffer. (DC 30)
- Plead with the doctor. Lae'zel is in great pain.
Alternatively, if the player fails the check or lets the procedure continue with the following options, this will give her the passive :
- Endure, Lae'zel. the cure is worth the torment.
- [GITHYANKI] Brace your mind, Lae'zel. Vlaakith tavki na'zin. Vlaakith tavki na'zin...
- Wait and Watch.
Stage two[edit | edit source]
The party member will see a vision of past deceased githyanki and can try to convince Lae'zel to stop:
- [WISDOM] Seek answers within the zaith'isk. What is this vision? (DC 21)
- [PERSUASION] I've seen the truth Lae'zel. This device doesn't cure - it kills. (DC 21)
- [GITHYANKI] [DECEPTION] Listen to me. I see your flesh pulsing. The zaith'isk will make you ghaik! (DC 30)
- [DECEPTION] You must listen! The device is changing you. You are becoming illithid. (DC 30)
Otherwise, they can do nothing or urge her to continue which will give her the passive :
- Keep focused, Lae'zel. The cure is close. +1
- [GITHYANKI] Cry our queen's command. Lash'a'kla! +1
- Wait and watch.
Stage three[edit | edit source]
If Lae'zel is still in the machine, it's possible to persuade her to leave again.. This difficulty will either be 21 or 30, depending on the previous choices. Attempting to deceive her remains a DC 30 Deception check.
- [CONSTITUTION] Pursue the visions you saw. See where they lead. (DC 21) (if visions weren't pursued in stage two)
- [PERSUASION] I have seen the truth, Lae'zel. You will be killed, not cured! (DC 21) (if Perception check passed in stage two or the Constitution check)
- [DECEPTION] Your tadpole is changing, growing. You have to resist the machine! (DC 30) (if Deception not tried yet)
- [WISDOM] Focus your mind. Try to overload the device. (DC 30)
Failing the check, or allowing her to continue will give Lae'zel the passive :
- [GITHYANKI] Abide the pain, Lae'zel. It is Vlaakith's will! +1
- Embrace the pain, Lae'zel. Be pure. +1
- Wait and watch.
Alternatively, the party member can try to take control of the zaith'isk and absorb its power to gain the passive themselves:
- [ARCANA] Draw on the zaith'isk's power, take it as your own. (DC 30)
Outcome[edit | edit source]
Even if all Saving Throws are succeeded, the Zaith'isk simply explodes. Stornugoss despairs at the loss of her life's work. If she thinks the parasite is still intact, she locks the party in the room and any attempt to escape causes the Infirmary to become hostile. If the party deceives her or uses a performance to throw her off (DC 15), then she simply tells them to leave.
If the crèche is hostile, the party must fight their way to the infirmary. The ghustil also fights the party, meaning she isn't available to guide the party to using the zhaith'isk. Despite this, the scene plays out nearly identically to if she was there, just without some of her comments or the need to deceive her at the end.
The Kith'rak[edit | edit source]
If Kith'rak Therezzyn has not been spoken to as part of Discover the Artefact's Secrets, then Lae'zel demands the party speak to her. She believes that the ghustil is corrupt and tampered with the zaith'isk. The party can go to her and ask that they be seen by the Inquisitor, Ch'r'ai W'wargaz, as they believe someone in the crèche is a traitor. Regardless of what the party says, she ignores it and says she knows they have the artefact. She demands they show it to her. If the party refuses, she becomes hostile along with the other githyanki in the room. Otherwise, she locks the door and says they must speak to the Inquisitor.
Consequences[edit | edit source]
Using the zaith'isk can cause permanent debuffs to the character who entered it. Each failed saving throw results in a -2 to a stat. The first roll is wisdom, the second is intelligence, and the third is constitution. If Lae'zel goes into the zaith'isk, she also risks permanent debuffs. However, choosing to consume tadpoles eliminates the effect of the debuff.
A permanent buff known as Awakened can be gained by choosing "Draw on the zaith'isk's power, take it as your own" or succeeding all three saving throws if the origin character entered the zaith'isk.
Companion approval[edit | edit source]
The Githyanki patrol on The Risen Road:
Outside Crèche Y'llek:
In the infirmary of Crèche Y'llek:
Notes[edit | edit source]
- The githyanki patrol encounter can be avoided entirely by taking the Mountain Pass route by the Goblin Camp. This avoids the risk that the githyanki become hostile with the party, and they can proceed ahead to the crèche.
- If the party destroyed the crèche as part of Find the Blood of Lathander before visiting the infirmary, then the zaith'isk cannot be used.
- The infirmary holds three different Mind Flayer Parasite Specimens that can be taken.