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=== The Dawnmaster's Crest ===
=== The Dawnmaster's Crest ===
One way to acquire the Blood of Lathander is to acquire the [[Dawnmaster's Crest]]. To do this, the party can acquire three weapons: a mace, a warhammer, and a battleaxe. The party can find ceremonial versions of all three items, but also simply use generic versions of the weapons (i.e. a [[Battleaxe]]). Completing the puzzle bestows the beneficial effect [[Morninglord's Radiance]] on all members the party. Alternatively, passing a passive {{Ability check|Perception|10}} reveals the hidden chamber containing the crest, and a {{Ability check|Sleight of Hand|30}} can unlock it, bypassing the puzzle and the beneficial effect [[Morninglord's Radiance]] entirely.
One way to acquire the Blood of Lathander is to acquire the {{SmRarityItem|Dawnmaster's Crest}}. To do this, the party can acquire three weapons: a mace, a warhammer, and a battleaxe. The party can find ceremonial versions of all three items, but also simply use generic versions of the weapons (i.e. a {{SmRarityItem|Battleaxe}}). Completing the puzzle bestows the beneficial effect {{cond|Morninglord's Radiance}} on all members the party. Alternatively, passing a passive {{Ability check|Perception|10}} reveals the hidden chamber containing the crest, and a {{Ability check|Sleight of Hand|30}} can unlock it, bypassing the puzzle and the beneficial effect {{cond|Morninglord's Radiance}} entirely.


==== Ceremonial Mace ====
==== Ceremonial Mace ====
The [[Ceremonial Mace]] is held by a Kobold Looter on the ground floor {{Coords|40|28}}. Loot the mace from its body. An alternative Mace can be found to the southeast on the upper floor, by accessing the gravesite of Dawnmaster Stockhold {{Coords|127|-5}}.
The {{SmRarityItem|Ceremonial Mace}} can be looted from Kobold Looter on the ground floor {{Coords|40|28}}. An alternative Mace can be found to the southeast on the upper floor, by accessing the gravesite of Dawnmaster Stockhold {{Coords|127|-5}}.


==== Ceremonial Battleaxe ====
==== Ceremonial Battleaxe ====
[[File:Ceremonial Warhammer Wall Quest.jpg|thumb|The crack in the wall to the Battleaxe.]]
[[File:Ceremonial Warhammer Wall Quest.jpg|thumb|The crack in the wall to the Battleaxe.]]
From the Kobold room, move north to the giant crack in the wall. From here, jump up the rocks to get higher up on the Monastery. Once atop of the rocks, jump across to the Monastery's roof. Move south-east to find an enchanted door {{Coords|95|46}}. The door can be lockpicked (DC 15) and the barricades jumped over. Otherwise, the wall to the south can be destroyed with force or bludgeoning damage {{Coords|106|38}}. Once inside, there is a [[Guardian of Faith (creature)|Guardian of Faith]]. On the ground below it is the [[Ceremonial Battleaxe]]. Picking it up causes the Guardian to attack.
From the Kobold room, move north to the giant crack in the wall. From here, the party must jump up the rocks to get higher up on the Monastery. Once atop of the rocks, the party must jump across to the Monastery's roof. If moving south-east the party will find an enchanted door {{Coords|95|46}}. The door can be lockpicked (DC 15) and the barricades can be jumped over. Otherwise, the wall to the south can be destroyed with force or bludgeoning damage {{Coords|106|38}}. Once inside, there is a [[Guardian of Faith (creature)|Guardian of Faith]]. On the ground below it is the {{SmRarityItem|Ceremonial Battleaxe}}. Picking it up causes the Guardian to attack.


==== Ceremonial Warhammer ====
==== Ceremonial Warhammer ====
[[File:Ceremonial Battleaxe Nest Quest.jpg|thumb|The eagle's nest has the warhammer]]
[[File:Ceremonial Battleaxe Nest Quest.jpg|thumb|The eagle's nest has the warhammer]]
The [[Ceremonial Warhammer]] is on the topmost floor of the Monastery, in the centre of a Giant Eagle's nest. There are two sets of Knotted Roots that can be climbed - one to the north {{Coords|54|55}} and one to the west {{Coords|89|41}}.
The {{SmRarityItem|Ceremonial Warhammer}} is on the topmost floor of the Monastery, in the centre of a Giant Eagle's nest. There are two sets of Knotted Roots that can be climbed - one to the north {{Coords|54|55}} and one to the west {{Coords|89|41}}.


Once the party arrives on the roof, an eagle warns them off, requiring either a {{Ability check|Animal Handling|18}} or a [[Persuasion]] check (with [[Speak with Animals]] active). If the party succeeds, the [[Ancient Giant Eagle]] and [[Giant Eagle]] remain neutral, although they attack if the party moves too close to the nest. With the help of [[Fog Cloud]] or [[Darkness]] and [[Invisibility]], the party can sneak and grab the warhammer while the eagles are unaware. Alternatively, the party can kill the giant eagles and pick up the warhammer after they are dead.
Once arriving on the roof, an eagle warns them off, requiring either a {{Ability check|Animal Handling|18}} or a [[Persuasion]] check (with {{SAI|Speak with Animals}} active). If the party succeeds, the {{CharLink|Ancient Giant Eagle}} and {{CharLink|Giant Eagle}} remain neutral, although they attack if the party members move too close to the nest. If using {{SAI|Fog Cloud}} or {{SAI|Darkness}} and {{SAI|Invisibility}}, the party can sneak and grab the warhammer while the eagles are unaware. Alternatively, the party can kill the giant eagles and pick up the warhammer after they are dead.


==== Placing the weapons ====
==== Placing the weapons ====
On the same floor as the Guardian of Faith, there is a room with a giant stained-glass window {{Coords|74|68}}. Examining the window indicates which Dawnmaster uses what weapon, although one of the panels is too shattered to read.
On the same floor as the Guardian of Faith, there is a room with a giant stained-glass window {{Coords|74|68}}. Examining the window indicates which Dawnmaster uses what weapon, although one of the panels is too shattered to read.


An optional hint is available down the hall; northeast, there are a set of two doors {{Coords|54|41}} where crying can be heard. Opening the door, nine [[gremishka]] attack. Once they are defeated, move to the southwest corner of the room. Lockpick the gated area to find a book {{RarityItem|The Parables of Dawnmaster Vaseid}} on Dawnmaster Vaseid, wielding a battleaxe.
An optional hint is available down the hall; northeast, there are a set of two doors {{Coords|54|41}} where crying can be heard. Opening the door, nine {{CharLink|Gremishka|Gremishkas}} attack. Once they are defeated, the party must move to the southwest corner of the room. If lockpicking the gated area, the party will find a book {{SmRarityItem|The Parables of Dawnmaster Vaseid}} which shows Dawnmaster Vaseid, wielding a battleaxe.


There are four stone tables with plaques that list the names of Dawnmasters. One of them is already complete, with a [[Ceremonial Longsword]]. Drag the weapons to the correct tables:
There are four stone tables with plaques that list the names of Dawnmasters. One of them is already complete, with a {{SmRarityItem|Ceremonial Longsword}}. The party must drag the weapons to the correct tables:


{| class="wikitable"
{| class="wikitable"
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|}


Once the weapons are placed on the correct table, a secret section of the wall opens up with a pouch that contains the {{MdRarityItem|Dawnmaster's Crest}} and {{MdRarityItem|Note to the Next Dawnmaster}}. Completing the puzzle bestows the beneficial effect [[Morninglord's Radiance]] upon all members the party.
Once the weapons are placed on the correct table, a secret section of the wall opens up with a pouch that contains the {{SmRarityItem|Dawnmaster's Crest}} and {{SmRarityItem|Note to the Next Dawnmaster}}. Completing the puzzle bestows the beneficial effect {{cond|Morninglord's Radiance}} upon all members the party.


Placing the weapons on the correct tables grants 35 experience. Reading the note progresses the quest and grants 30 experience.
Placing the weapons on the correct tables grants 35 experience. Reading the note progresses the quest and grants 30 experience.
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[[File:Rotating Statue Lathander Quest.jpg|thumb|The correct orientation for the statues.]]
[[File:Rotating Statue Lathander Quest.jpg|thumb|The correct orientation for the statues.]]
[[File:Secret Chamber.jpg|thumb|Overview of puzzle.]]
[[File:Secret Chamber.jpg|thumb|Overview of puzzle.]]
[[File:Secret Stairway Rocks Quest.jpg|thumb|Climb the rocks to get to the next area.]]
[[File:Secret Stairway Rocks Quest.jpg|thumb|Climbing the rocks to get to the next area.]]
[[File:Second Energy Source Quest.jpg|thumb|The second Energy Source.]]
[[File:Second Energy Source Quest.jpg|thumb|The second Energy Source.]]
From the stained glass room, move South up the hall, then jump across the gap to the East, where the enchanted door was. Move South, then East to find a set of crumbling stairs. Jump past the gaps to follow the stairs down. Once down the stairs, move north to a barricade on the west 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 {{coords|78|49}} that opens the monastery doors, which can make re-entering the monastery easier). Reading the plaque [[Holy Blood of Lathander]] under the statue progresses the quest and grants 30 xp.
From the stained glass room, move South up the hall, then jump across the gap to the East, where the enchanted door was. The party must move South, then East to find a set of crumbling stairs. It is necessary to jump past the gaps to follow the stairs down. Once down the stairs, the party must move north to a barricade on the west wall. DIt is necessary to destroy it and to walk through. Then the party must head north through the oak door, then keep moving west past the statue of Lathander. There is a lever on the wall {{coords|78|49}} that opens the monastery doors, which can make re-entering the monastery easier. Reading the plaque Holy ''Blood of Lathander'' under the statue progresses the quest and grants 30 xp.


After moving west, follow the stairs to north to reach the Monastery Basement {{coords|74|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.
After moving west, if following the stairs to north, the party will reach the Monastery Basement {{coords|74|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.


Enter the Captain's Chambers, where the Kith'rak of the creche is arguing with an Inquisitor. The way forward is blocked by a shield generated by the Githyanki Barrier Disruptor {{coords|1390|-757}}. A [[Gith Shard]] is needed to open the way, which is on the person of [[Kith'rak Therezzyn]]. Steal it, or fight the Kith'rak to gain the shard. Inquisitor Ch'r'ai recognises the party and tells them to enter, opening the way.
The party must enter the Captain's Chambers, where the Kith'rak of the creche is arguing with an Inquisitor. The way forward is blocked by a shield generated by the Githyanki Barrier Disruptor {{coords|1390|-757}}. A {{SmRarityItem|Gith Shard}} is needed to open the way, which is on the person of {{CharLink|Therezzyn|Kith'rak Therezzyn}}. It is possible to steal it, or fight the Kith'rak to gain the shard. Inquisitor Ch'r'ai recognises the party and tells them to enter, opening the way.


'''WARNING: Speaking to the Inquisitor makes the entire crèche hostile, and [[Steal a Githyanki Egg]] will be unable to be completed peacefully.'''
'''WARNING: Speaking to the Inquisitor makes the entire crèche hostile, and [[Steal a Githyanki Egg]] will be unable to be completed peacefully.'''


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.
If moving into the Inquisitor's Chambers, the Inquisitor, {{CharLink|W'wargaz|Ch'r'ai W'wargaz}} is waiting there 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 {{SAI|Grease}} or attacked instead. A path opens in the wall, with some barrels that can be jumped over, moved aside, or destroyed. It is necessary to proceed west to the Secret Stairway. The Energy Source crystal on the south side of the barrier can be destroyed with ranged attacks.


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.
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. The party must head 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.


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.
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==== Taking the Mace by Force ====
==== Taking the Mace by Force ====
If the Blood of Lathander is taken without the Dawnmaster's Crest, it activates a deadly trap that risks the destruction of the entire Monastery. The party has only four turns to either escape the Monastery or destroy the four Lathander Solar Machines that activate the trap. Whichever party member grabbed the mace is trapped behind a forcefield and cannot act until they've escaped ([[Misty Step]] or [[Dimension Door]] work here). Alternatively, the party can destroy the energy source {{coords|1063|-788}} below the platform powering the forcefield. If the Solar Machines are destroyed the creche will still be intact, otherwise the creche will destroyed by the blast. Some companions who get stuck in the blast have unique dialogue afterwards.
If the Blood of Lathander is taken without the Dawnmaster's Crest, it activates a deadly trap that risks the destruction of the entire Monastery. The party has only four turns to either escape the Monastery or destroy the four Lathander Solar Machines that activate the trap. Whichever party member grabbed the mace is trapped behind a forcefield and cannot act until they've escaped ({{SAI|Misty Step}} or {{SAI|Dimension Door}} work here). Alternatively, the party can destroy the energy source {{coords|1063|-788}} below the platform powering the forcefield. If the Solar Machines are destroyed the creche will still be intact, otherwise the creche will destroyed by the blast. Some companions who get stuck in the blast have unique dialogue afterwards.


== Quest rewards ==
== Quest rewards ==
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