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Get Help from Healer Nettie: Difference between revisions

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== Walkthrough ==
== Walkthrough ==
[[File:Druid's Chamber.jpg|thumb|The library where Nettie can be spoken with.]]
[[File:Druid's Chamber.jpg|thumb|The library where Nettie can be spoken with.]]
Nettie can be found within the [[Druid Grove|Emerald Grove]], in the room beyond the lounge where {{CharLink|Kagha}} and {{CharLink|Rath}} are situated. She will not help until admiting to her the infection by a Mindflayer Tadpole. She invites the party to join her in the library room deeper within the sanctum to talk.  
{{CharLink|Nettie}} can be found within the [[Druid Grove|Emerald Grove]], in the room beyond the lounge where {{CharLink|Kagha}} and {{CharLink|Rath}} are situated. She will not help until admiting to her the infection by a Mindflayer Tadpole. She invites the party to join her in the library room deeper within the sanctum to talk.  


Once inside the room, she locks the door behind the party and Fast Travel is not possible. Approaching Nettie initiates a conversation.   
Once inside the room, she locks the door behind the party and Fast Travel is not possible. Approaching Nettie initiates a conversation.   


'''If beeing truthful with Nettie''' - informing her of the various symptoms the party have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the party before they can transform.  
=== Being truthful with Nettie ===
Informing her of the various symptoms the party have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the party before they can transform.  


Nettie offers to let the party go free if they swear to consume a {{SmRarityItem|Wyvern Poison}} to kill themselves at the first signs of turning. If agreeing and swearing to Nettie's demands, she informs the party of the current situation in the Grove and urges them to {{Quest|Rescue the Druid Halsin}}. If refusing to swear to this, she attacks in hopes of stopping the party before they transform and harm others.  
Nettie offers to let the party go free if they swear to consume a {{SmRarityItem|Wyvern Poison}} to kill themselves at the first signs of turning. If agreeing and swearing to Nettie's demands, she informs the party of the current situation in the Grove and urges them to {{Quest|Rescue the Druid Halsin}}. If refusing to swear to this, she attacks in hopes of stopping the party before they transform and harm others.  


'''If Nettie is killed''', the party will still be trapped within the library. To escape, they must loot Nettie's Circlet, the {{SmRarityItem|Key of the Ancients}} which opens the stone slab doors. The party can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].   
=== Not being truthful with Nettie ===
Refusing to provide any details of their symptoms, she asks to touch the player character's hand without explanation.   


'''If not beeing truthful with Nettie''', refusing to provide any details of their symptoms, she asks to touch the player character's hand without explanation.  
If they offer their hand to Nettie, the Druid slices it with the poisoned plant Kelemvor's Kiss, inflicting the player character with a special {{Cond|Poisoned}} condition called {{Cond|At Death's Door}}, which inflicts a -2 penalty to all [[Ability Scores]], and continues to worsen after [[Resting]].  


* If offering their hand to Nettie, the Druid slices it with the poisoned plant Kelemvor's Kiss, inflicting the player character with a special [[Conditions#Poisoned|Poisoned]] condition called '''At Death's Door,''' which inflicts a -2 penalty to all [[Ability Scores]], and continues to worsen after [[Resting]].
If they refuse to offer their hand, Nettie tries to slice it regardless. The player character must pass an ability check to avoid this:


* If refusing to offer their hand, Nettie tries to slice it regardless. The player character must pass a [[Difficulty Class]] (DC)15 [[Dexterity]] [[Ability Check|Check]] or [[Intimidation]] [[Skill Check|Check]] to avoid this.
* {{Dialogue option|''Dodge when she lunges for you.''|roll=Dexterity|dc=10}}
* {{Dialogue option|Don't be a fool. I'd kill you before you could blink.|roll=Intimidation|dc=15}}
* {{Dialogue option|'''Try me.'''|tags=Barbarian|roll=Intimidation|dc=15|advantage=y}}


'''If successfully avoiding to get poisoned''', the party can make another DC10 [[Medicine]], [[History]], or [[Intimidation]] to get Nettie to stand down. If this is successful, the conversation loops back to her request to the party to swear to drink the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.
=== Avoiding to get poisoned ===
The party can make another check to get Nettie to stand down:


=== Poisoned and Trapped ===
* {{Dialogue option|The drow didn't transform - I won't either.|roll=Persuasion|dc=10}}
'''If beeing poisoned,''' the player character has an opportunity to grab the branch and conduct a DC10 [[Nature]] [[Skill Check|Check]] to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The party is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player character poisoned, they'll no longer be a danger.
* {{Dialogue option|I'm not showing symptoms - that means I have time.|roll=Medicine|dc=10}}
* {{Dialogue option|''Try to recall the tenets of her order - she can't support this!''|roll=History|dc=10}}
* {{Dialogue option|''Try to recall the tenets of her order - no druid could support this!''|tags=Druid|roll=History|dc=10|advantage=y}}
* {{Dialogue option|You can't hit me, llet alone kill me. Don't make me put you down.|roll=Intimidation|dc=10}}
* {{Dialogue option|I'm trained in combat, you're a druid with a stick. Don't make me kill you.|tags=Monk, Fighter|roll=Intimidation|dc=10|advantage=y}}
* {{Dialogue option|'''You won't have to worry about anyone else after I CRUSH YOUR SKULL.'''|tags=Berserker|roll=Intimidation|dc=10|advantage=y}}
* {{Dialogue option|I don't need to transform to kill everyone. '''Stand down.'''|tags=Barbarian|roll=Intimidation|dc=10|advantage=y}}
 
If this is successful, the conversation loops back to her request to the party to swear to drink the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.
 
=== Poisoned and trapped ===
 
==== Getting an andidote from Nettie ====
The player character has an opportunity to grab the branch and conduct a DC10 [[Nature]] [[Skill Check|Check]] to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The party is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player character poisoned, they'll no longer be a danger.


There are the following options to obtain the antidote, which is on Nettie, at this point:
There are the following options to obtain the antidote, which is on Nettie, at this point:
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* Convincing Nettie to give it by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
* Convincing Nettie to give it by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
* Attacking Nettie and looting her body for the {{SmRarityItem|Elixir of Silvanus}}.  
* Attacking Nettie and looting her body for the {{SmRarityItem|Elixir of Silvanus}}.  
* Pick-pocketing the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows the party to fight against her without the At Death's Door debuff.   
* Pick-pocketing the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows the party to fight against her without the {{Cond|At Death's Door}} debuff.   


'''If Nettie is convinced to peacefully provide the antidote''', she now offers to let the party go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.  
She now offers to let the party go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.  


=== Brewing an Antidote ===
==== Brewing an antidote ====


It is possible to learn to brew an antidote. In the room where the party originally found Nettie healing the bird, there is a book named {{SmRarityItem|On Antidotes}} on a desk by the cauldron. Reading the book teaches how to craft an {{SmRarityItem|Antidote}}. Combining {{SmRarityItem|Salts of Mugwort}} with any suspension will allow to brew an antidote. Antidotes found elsewhere will also work for curing the poison.
It is possible to learn to brew an antidote. In the room where the party originally found Nettie healing the bird, there is a book named {{SmRarityItem|On Antidotes}} on a desk by the cauldron. Reading the book teaches how to craft an {{SmRarityItem|Antidote}}. Combining {{SmRarityItem|Salts of Mugwort}} with any suspension will allow to brew an antidote. Antidotes found elsewhere will also work for curing the poison.
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It's possible to brew the antidote ahead of speaking with Nettie or simply bring one found elsewhere in the world. Should the player character get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the party a chance to leave if they swear to kill themselves should they start to transform.
It's possible to brew the antidote ahead of speaking with Nettie or simply bring one found elsewhere in the world. Should the player character get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the party a chance to leave if they swear to kill themselves should they start to transform.


== Quest Rewards ==
=== If Nettie is killed ===
The party will still be trapped within the library. To escape, they must loot Nettie's Circlet, the {{SmRarityItem|Key of the Ancients}} which opens the stone slab doors. The party can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].
 
== Quest rewards ==
* {{MdRarityItem|Key of the Ancients}}
* {{MdRarityItem|Key of the Ancients}}
* {{MdRarityItem|Wyvern Toxin}}
* {{MdRarityItem|Wyvern Toxin}}


== Notes ==
== Notes ==
 
{{notebegin}}
[[File:Cauldron.jpg|thumb|The Cauldron of Boiling Theriac used to brew the Elixir of Silvanus in early versions.]]
[[File:Cauldron.jpg|thumb|The Cauldron of Boiling Theriac used to brew the Elixir of Silvanus in early versions.]]
* Prior to [[Patch Notes|Patch #1]] the party was able to read the book {{SmRarityItem|Flora of the Dalelands}} in the Druid's Quarters to learn that the poison Nettie has used on them is known as 'Kelemvor's Kiss'. The book also taught the party how to brew an {{SmRarityItem|Elixir of Silvanus}} using the Cauldron of Boiling Theriac to cure the poison. This would also have granted the inspiration "The Apprentice Turns Master" for the [[Guild Artisan]] background.
* Prior to [[Patch Notes|Patch #1]] the party was able to read the book {{SmRarityItem|Flora of the Dalelands}} in the Druid's Quarters to learn that the poison Nettie has used on them is known as 'Kelemvor's Kiss'. The book also taught the party how to brew an {{SmRarityItem|Elixir of Silvanus}} using the Cauldron of Boiling Theriac to cure the poison. This would also have granted the inspiration "The Apprentice Turns Master" for the [[Guild Artisan]] background.
 
{{noteend}}
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