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→The Githyanki Crèche: use the ability check template for the Sleight of hand check and add the DC 14
(→The Githyanki Crèche: use the ability check template and add the DC 25) |
(→The Githyanki Crèche: use the ability check template for the Sleight of hand check and add the DC 14) |
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Move into the Inquisitor's Chambers, where the Inquisitor, [[Ch'r'ai W'wargaz]] is waiting to speak to the party. For this quest, it is possible to ignore him to avoid making the crèche hostile and move straight to the western hallway {{coords|1330|-660}}. Two statues here must be rotated - the south one requires a passive {{Ability check|Athletics|25}} check to move and must be turned westward, while the other must be turned eastward. If the Athletics check was failed, the statue can be covered in Grease or attacked instead. A path opens in the wall, with some barrels that can be jumped over, moved aside, or destroyed. Proceed west to the Secret Stairway. Use ranged attacks to destroy the Energy Source crystal on the south side of the barrier. | Move into the Inquisitor's Chambers, where the Inquisitor, [[Ch'r'ai W'wargaz]] is waiting to speak to the party. For this quest, it is possible to ignore him to avoid making the crèche hostile and move straight to the western hallway {{coords|1330|-660}}. Two statues here must be rotated - the south one requires a passive {{Ability check|Athletics|25}} check to move and must be turned westward, while the other must be turned eastward. If the Athletics check was failed, the statue can be covered in Grease or attacked instead. A path opens in the wall, with some barrels that can be jumped over, moved aside, or destroyed. Proceed west to the Secret Stairway. Use ranged attacks to destroy the Energy Source crystal on the south side of the barrier. | ||
In the next room is a Dawnbreaker that shoots out {{SAI|Break of Dawn|pulses}} to knock the party away. | In the next room is a Dawnbreaker that shoots out {{SAI|Break of Dawn|pulses}} to knock the party away. The [[Turn-based mode]] will automatically activate, allowing the party to run up to and disarm it with a {{Ability check|Sleight of Hand|14}}. Unfortunately, the path forward is still blocked. Move to some rocks and climb them, then follow the path around to find another energy source {{coords|1118|-790}}. The final energy is on the rocks to the north. Avoid the pulses of the Dawnbreaker and consider disarming it to easily destroy the Energy Source. | ||
Moving forward, the party finally encounters the Blood of Lathander. From here, there are several outcomes. | Moving forward, the party finally encounters the Blood of Lathander. From here, there are several outcomes. |