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West of the entrance, the temple walls degrade and open into a large natural cave overgrown with giant mushrooms, similar in appearance to the [[Underdark]]. A [[Cloaker]] lies in wait to ambush party at {{Coords|-819|-867}}. Cutting through this cave leads to a kitchen and feasting hall. In an adjoining room at {{Coords|-809|-816}}, five [[Rat|Rats]] encircle an '''Altar to Shar'''; each party member can pass a {{Ability check|Religion|14}} to pray at this altar and obtain {{Cond|Nightsinger's Favour}} until next long rest. Failing the check (or praying as a Cleric of Selûne) causes the party member to instead be afflicted by {{Cond|Shar-Stricken}}. | West of the entrance, the temple walls degrade and open into a large natural cave overgrown with giant mushrooms, similar in appearance to the [[Underdark]]. A [[Cloaker]] lies in wait to ambush party at {{Coords|-819|-867}}. Cutting through this cave leads to a kitchen and feasting hall. In an adjoining room at {{Coords|-809|-816}}, five [[Rat|Rats]] encircle an '''Altar to Shar'''; each party member can pass a {{Ability check|Religion|14}} to pray at this altar and obtain {{Cond|Nightsinger's Favour}} until next long rest. Failing the check (or praying as a Cleric of Selûne) causes the party member to instead be afflicted by {{Cond|Shar-Stricken}}. | ||
Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting | Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting {{CharLink|Balthazar|Balthazar's}} room. | ||
=== Balthazar's Outpost === | === Balthazar's Outpost === | ||
Alternatively, heading north from the entrance room, the party enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist]]s/[[Reconstituted Marksman|Marksman]], apparently controlled by | Alternatively, heading north from the entrance room, the party enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist]]s/[[Reconstituted Marksman|Marksman]], apparently controlled by {{CharLink|Balthazar}}, will attempt to warn the party about the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], that will attack the group. Some [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until all of those Tremors are destroyed. The skeletal undead will fight with the party against the Sharran shades. | ||
If the party moves west, they will encounter more skeletons. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, including a tremor in the center of the room that summons a [[Justiciar Crusader (Undead)|Justiciar Crusader]] if not destroyed. Following the battle, the door to | If the party moves west, they will encounter more skeletons. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, including a tremor in the center of the room that summons a [[Justiciar Crusader (Undead)|Justiciar Crusader]] if not destroyed. Following the battle, the door to {{CharLink|Balthazar|Balthazar's}} outpost at {{Coords|-852|-786}} opens up, revealing the necromancer along with [[Flesh]] and three [[Ghoul Medic]]s. Balthazar assumes the party are [[True Soul]]s and tells the party to go and complete the trials for him, as the Justiciars have been making it impossible for them to move forward. The party can either agree to help him or attack him outright. Balthazar can be convinced to offer help in the form of a bell that summons his brother, Flesh. | ||
If the party moves east from the lift chamber, they head towards [[Gauntlet of Shar#Yurgir's Tribulation|Yurgir's Tribulation]]. | If the party moves east from the lift chamber, they head towards [[Gauntlet of Shar#Yurgir's Tribulation|Yurgir's Tribulation]]. | ||
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=== Trials of Shar === | === Trials of Shar === | ||
In order to reach the | In order to reach the {{CharLink|Aylin|Nightsong}0, the party must find four {{SmRarityItem|Umbral Gem|alias=Umbral Gems}} to access the heart of the Gauntlet. | ||
Each trial must be started by interacting with the sacrificial bowl at the trial's entrance. If | Each trial must be started by interacting with the sacrificial bowl at the trial's entrance. If {{CharLink|Shadowheart}0 is in the party, she will volunteer each time, gaining {{Approval|Shadowheart|+5}} if she is allowed to give blood, and losing {{Approval|Shadowheart|-1}} if she is not. Whoever gives blood to begin the trial receives a single turn of [[Bleeding (Condition)]]. | ||
Solving all four trials of Shar earns the [[Inspiration|Inspirational Events]] '''In Her Footsteps''' ([[Acolyte]] background) and '''Recognised by Shadows''' ([[Noble]] background). | Solving all four trials of Shar earns the [[Inspiration|Inspirational Events]] '''In Her Footsteps''' ([[Acolyte]] background) and '''Recognised by Shadows''' ([[Noble]] background). | ||
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The first trial room is on the left of the Trial Hall, with a plaque that says "''Her Most Vaunted Treasure''" in front of the door. {{Coords|-771|-755}} | The first trial room is on the left of the Trial Hall, with a plaque that says "''Her Most Vaunted Treasure''" in front of the door. {{Coords|-771|-755}} | ||
The Soft-Step Trial is a stealth trial. There are two [[Shadow]]s patrolling a small maze, which must be stealthily navigated to get to the Umbral Gem. Only one character needs to successfully reach the end of the room to complete the trial. If a character is detected, all characters are teleported back to the start of the maze. The entire maze is heavily obscured, requiring the participating character to pass a {{Ability check|Stealth|10}} whenever hiding in the Shadow's sightline to pass undetected, or to use | The Soft-Step Trial is a stealth trial. There are two [[Shadow]]s patrolling a small maze, which must be stealthily navigated to get to the Umbral Gem. Only one character needs to successfully reach the end of the room to complete the trial. If a character is detected, all characters are teleported back to the start of the maze. The entire maze is heavily obscured, requiring the participating character to pass a {{Ability check|Stealth|10}} whenever hiding in the Shadow's sightline to pass undetected, or to use {{SAI|Invisibility}} (a [[Scroll of Invisibility]] can be found on a skeleton at {{Coords|-775|-767}}). | ||
It is possible to visit the maze before starting the trial, if having a party member, who is good at lockpicking. | It is possible to visit the maze before starting the trial, if having a party member, who is good at lockpicking. | ||
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Along the corridor to the north from the Soft-Step Trial is a door with a plaque that says "''Her Most Hallowed Mercy''". This is the entrance to the Self-same Trial {{coords|-767|-727}}. | Along the corridor to the north from the Soft-Step Trial is a door with a plaque that says "''Her Most Hallowed Mercy''". This is the entrance to the Self-same Trial {{coords|-767|-727}}. | ||
To complete this trial, the party must defeat shadowy copies of themselves. These copies have the same abilities and gear as the real thing, and cannot be restrained or shoved. If a character attacks a copy of a different party member while their own copy is still alive, they will receive a stack of {{Cond|Cheater's Folly}}, reducing all [[Ability Score]]s by 1 until | To complete this trial, the party must defeat shadowy copies of themselves. These copies have the same abilities and gear as the real thing, and cannot be restrained or shoved. If a character attacks a copy of a different party member while their own copy is still alive, they will receive a stack of {{Cond|Cheater's Folly}}, reducing all [[Ability Score]]s by 1 until {{SAI|Remove Curse}} is used or the party takes a long rest. The debuff stacks up to four times. Once a party member's copy is dead, they can freely attack the other copies with no debuff incurred. | ||
Familiars and other summoned creatures are not duplicated, and can freely attack anyone without incurring penalties. | Familiars and other summoned creatures are not duplicated, and can freely attack anyone without incurring penalties. | ||
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==== Yurgir's Tribulation ==== | ==== Yurgir's Tribulation ==== | ||
The fourth and final Umbral Gem is in the possession of the orthon | The fourth and final Umbral Gem is in the possession of the orthon {{CharLink|Yurgir}} in the eastern branch of the Gauntlet at {{coords|-652|-776}}, lying near his bed of corpses. The party can fight him or help him resolve his contract with Raphael, which starts the quest {{Quest|Break Yurgir's Contract}}. It is also possible to steal the gem and get out unnoticed with sufficient [[stealth]] or {{SAI|Invisibility}}. | ||
Choosing to side with Yurgir will have the party hunting down the last of the living Dark Justiciars in the Shadow-Cursed Lands, | Choosing to side with Yurgir will have the party hunting down the last of the living Dark Justiciars in the Shadow-Cursed Lands, {{CharLink|Lyrthindor}}. Following cragged rocks opposite from the Silent Library (starting at {{Coords|-736|-753}}) all the way downward into a small grotto, the party will come across a ritual circle at {{Coords|-708|-722}}. Attacking a rat elsewhere in the Gauntlet will cause the surviving rats to eventually swarm all the way downward into the grotto. Following these rats is a simple way to locate the area. Lighting the candles will summon a rat, who offers to reveal a hidden treasure cache ({{Coords|-685|-710}}, unobtainable without accepting the rat's bargain) in exchange for his life. Attacking the rat begins a battle with a swarm of rats who eventually coalesce into Lyrthindor. | ||
Crossing the chasm to the other side and completing some jumps into an alcove, the party can reach a Stone Door ({{Coords|-663|-721}}). Beyond the door is an abandoned ritual room containing a broken [[Mirror of Loss]] and a {{RarityItem|Silver Key}}, which unlocks a nearby chest. Leaving the room and returning to the chasm, the party can climb upwards along the rocky outcroppings to reach the area where Yurgir stands once again to claim their reward. | Crossing the chasm to the other side and completing some jumps into an alcove, the party can reach a Stone Door ({{Coords|-663|-721}}). Beyond the door is an abandoned ritual room containing a broken [[Mirror of Loss]] and a {{RarityItem|Silver Key}}, which unlocks a nearby chest. Leaving the room and returning to the chasm, the party can climb upwards along the rocky outcroppings to reach the area where Yurgir stands once again to claim their reward. | ||
=== The Silent Library === | === The Silent Library === | ||
Once all four Umbral Gems are in the party's possession, it is possible to complete the Gauntlet of Shar and proceed to the | Once all four Umbral Gems are in the party's possession, it is possible to complete the Gauntlet of Shar and proceed to the {{CharLink|Aylin|Nightsong}}. However, if she is in the party, {{CharLink|Shadowheart}} will have a request: she wants to find the {{SmRarityItem|Spear of Night}} in the Silent Library so that she can become a Dark Justiciar. | ||
The door to the '''Silent Library''' is located south of the Faith-Leap Trial. The Library is heavily-trapped and patrolled by several undead [[Dark Justiciar|Dark Justiciars]]. [[The Librarian]] can also be found here, generating a {{SAI|Silence}} effect that covers the entire Library and keeps any spells from being cast inside while the Librarian lives. | The door to the '''Silent Library''' is located south of the Faith-Leap Trial. The Library is heavily-trapped and patrolled by several undead [[Dark Justiciar|Dark Justiciars]]. [[The Librarian]] can also be found here, generating a {{SAI|Silence}} effect that covers the entire Library and keeps any spells from being cast inside while the Librarian lives. | ||
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Return to the Pedestal of Reckoning to the north of the entrance hall. Placing one of the four Umbral Gems on the altar unlocks a platform. Move onto the platform then activate the switch to take the party downwards. | Return to the Pedestal of Reckoning to the north of the entrance hall. Placing one of the four Umbral Gems on the altar unlocks a platform. Move onto the platform then activate the switch to take the party downwards. | ||
At the bottom is another altar. Place the remaining three Umbral Gems on the altar, opening the final massive doors. This door can also be opened with Knock, allowing parties to bypass the trials if they lose an Umbral Gem or simply do not want to complete them. Inside lies the Verge of the Shadows [[Waypoint]] and a pool of water that serves as a portal to the [[Shadowfell]]. If | At the bottom is another altar. Place the remaining three Umbral Gems on the altar, opening the final massive doors. This door can also be opened with Knock, allowing parties to bypass the trials if they lose an Umbral Gem or simply do not want to complete them. Inside lies the Verge of the Shadows [[Waypoint]] and a pool of water that serves as a portal to the [[Shadowfell]]. If {{CharLink|Shadowheart}} is in the party she will want to pray. | ||
Entering the portal will take the party to the | Entering the portal will take the party to the {{CharLink|Aylin|Nightsong's}} chamber. | ||
'''''Entering the portal serves as the 'cut-off' point for Act 2, after which it will no longer be possible to return to any Act 1 areas (including the [[Rosymorn Monastery Trail]] and [[Creche Y'llek]]), and which will cause several quests to fail if they have not yet been completed.''''' | '''''Entering the portal serves as the 'cut-off' point for Act 2, after which it will no longer be possible to return to any Act 1 areas (including the [[Rosymorn Monastery Trail]] and [[Creche Y'llek]]), and which will cause several quests to fail if they have not yet been completed.''''' | ||
The following sequence within the [[Shadowfell]] completes the quest | The following sequence within the [[Shadowfell]] completes the quest {{Quest|The Chosen of Shar}}. | ||
==Waypoints== | ==Waypoints== |