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Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting {{CharLink|Balthazar|Balthazar's}} room. 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|Marksmen]], apparently controlled by 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. | Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting {{CharLink|Balthazar|Balthazar's}} room. 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|Marksmen]], apparently controlled by 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 Balthazar's outpost at {{Coords|-852|-786}} opens up, revealing the necromancer along with | 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 Balthazar's outpost at {{Coords|-852|-786}} opens up, revealing the necromancer along with {{CharLink|Flesh}} and three [[Ghoul Medic]]s. It should be noted that the cutscene in Balthazar's anchechamber is different and Balthazar himself is more positively inclined towards the party and does not blame them for summoning the Dark Justiciars if the fight in the open hall was avoided by reaching Balthazar via the mushroom cave. In addition, if the fight in Balthazar's antechamber occurs first, the one taking place in the open hall does not occur when you venture there afterwards. | ||
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. | 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 with a {{Ability check|Persuasion|14}} to offer help in the form of a bell that summons his brother, {{CharLink|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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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 {{Cond|Heavily Obscured}} and the Shadows in the maze have {{SAI|Darkvision}}, which requires 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 {{Cond|Heavily Obscured}} and the Shadows in the maze have {{SAI|Darkvision}}, which requires the participating character to pass a {{Ability check|Stealth|10}} whenever hiding in the Shadow's sightline to pass undetected, or to use {{Cond|Invisible|Invisibility}} (a {{SmRarityItem|Scroll of Invisibility}} can be found on a skeleton at {{Coords|-775|-767}}). | ||
It is possible to attack the Shadows. They will not fight back and the party will be detected/teleported back to the beginning of the trial, plus they will heal to full health almost immediately. However, if a shadow is instantly killed with one single attack it will stay dead and not respawn, and therefore cannot detect the party members anymore. If both Shadows are killed it is possible to walk straight through the maze and complete it. | It is possible to attack the Shadows. They will not fight back and the party will be detected/teleported back to the beginning of the trial, plus they will heal to full health almost immediately. However, if a shadow is instantly killed with one single attack it will stay dead and not respawn, and therefore cannot detect the party members anymore. If both Shadows are killed it is possible to walk straight through the maze and complete it. | ||
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It is possible to visit the maze before starting the trial, if having a party member, who is good at lockpicking. Doing this allows the party member to get into the gem room before the shadows spawns, while the rest of the party has to be kept out of the maze. Then the trial has to be started to spawn the gem. The party member in the gem room can then pick it up. | It is possible to visit the maze before starting the trial, if having a party member, who is good at lockpicking. Doing this allows the party member to get into the gem room before the shadows spawns, while the rest of the party has to be kept out of the maze. Then the trial has to be started to spawn the gem. The party member in the gem room can then pick it up. | ||
A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{SmRarityItem|Soft-Step Trial Key}} in a hidden room of the maze ({{Coords|-803|-760}}). The party can flip a lever at {{Coords|-803|-753}} to unlock this room. The final gate can also be lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting spell like {{SAI|Misty Step}} (a {{ | A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{SmRarityItem|Soft-Step Trial Key}} in a hidden room of the maze ({{Coords|-803|-760}}). The party can flip a lever at {{Coords|-803|-753}} to unlock this room. The final gate can also be lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting spell like {{SAI|Misty Step}} (a {{SmRarityItem|Scroll of Misty Step}} can be found on a skeleton at {{Coords|-807|-762}}). | ||
Once the party has the Gem, a transporter will appear that can be interacted with to teleport any party members to the beginning of the room. | Once the party has the Gem, a transporter will appear that can be interacted with to teleport any party members to the beginning of the room. | ||
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There are several ways to pass this trial: | There are several ways to pass this trial: | ||
# '''Following the Map:''' After looking at the map on the trial floor following it to the final platform without stepping off the path. | # '''Following the Map:''' After looking at the map on the trial floor following it to the final platform without stepping off the path. | ||
# '''Teleportation:''' Using teleportation spells such as {{SAI|Misty Step}} and {{SAI|Dimension Door}} to teleport between the platforms until the character reaches the final one. This will require the party to cast {{SAI|Daylight}} to remove the {{Area|Darkness | # '''Teleportation:''' Using teleportation spells such as {{SAI|Misty Step}} and {{SAI|Dimension Door}} to teleport between the platforms until the character reaches the final one. This will require the party to cast {{SAI|Daylight}} to remove the {{Area|Darkness}} from the platforms or else be wearing equipment that provides immunity to blindness (e.g. {{SmRarityItem|Eversight Ring}}). | ||
# '''Flight:''' Flying to the end using abilities such as {{SAI|Grant Flight}} or {{SAI|Wild Shape: Dire Raven}}. It is necessary to NOT start the maze by flying. The best way is going to the right most platform at the beginning of the maze (jumping to it works) and then starting to fly. From this point the flying party member will be able to move between platforms till the end of the maze. | # '''Flight:''' Flying to the end using abilities such as {{SAI|Grant Flight}} or {{SAI|Wild Shape: Dire Raven}}. It is necessary to NOT start the maze by flying. The best way is going to the right most platform at the beginning of the maze (jumping to it works) and then starting to fly. From this point the flying party member will be able to move between platforms till the end of the maze. | ||
# '''Dropping items:''' It is possible to drop items, for example camp supplies, on the ground before the party member, to make the path more visible. | |||
It is NOT possible to jump across gaps in the path or between platforms, and any attempts to do so will result in the character being teleported back to the nearest platform or killed. This includes enhanced jumps such as {{SAI|Enhance Leap}} or {{SAI|Crushing Flight}}. | It is NOT possible to jump across gaps in the path or between platforms, and any attempts to do so will result in the character being teleported back to the nearest platform or killed. This includes enhanced jumps such as {{SAI|Enhance Leap}} or {{SAI|Crushing Flight}}. | ||
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==== Yurgir's Tribulation ==== | ==== Yurgir's Tribulation ==== | ||
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 [[ | 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 {{Cond|Invisible|Invisibility}}. | ||
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. | 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 {{ | 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 {{SmRarityItem|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 === |