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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.
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. 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.
In the next room there 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}}; alternatively, the energy source can be destroyed with tracking spells such as {{SAI|Magic Missile}} without requiring to climb on the rocks. 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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