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Find the Githyanki Crèche: Difference between revisions

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==== Lae'zel Speaks with Voss ====
==== Lae'zel Speaks with Voss ====
If Lae'zel is in the party, the encounter becomes much simpler.
If Lae'zel is in the party, the encounter becomes much simpler.
* ''Nod to Lae'zel. Go ahead.''
* {{Dialogue option|''Nod to Lae'zel.'' Go ahead.}}
* I will be speaking on her behalf, gith.
* {{Dialogue option|I will be speaking on my kin's behalf, ''Kith'rak''.|tags=Githyanki}}
* {{Dialogue option|I will be speaking on her behalf, gith.}}


Choose the first option to allow Lae'zel to speak, and Voss reveals the search for a githyanki artefact. He asks if Lae'zel has seen anything like that. Choose the ability check:
Choose the first option to allow Lae'zel to speak, and Voss reveals the search for a githyanki artefact. He asks if Lae'zel has seen anything like that. Choose the ability check:


* [PERSUASION] ''Mouth a silent command to Lae'zel: 'play along'.'' (DC 10)
* {{Dialogue option|''Mouth a silent command to Lae'zel: 'play along'.''|roll=Persuasion|dc=10}}
After the DC 10 check, another passive deception check happens in the background. If Voss determines that you are lying, he commands the patrol to attack.
After the DC 10 check, another passive [[deception]] check happens in the background using the Avatar character’s [[Charisma]] (and deception proficiency if applicable). If Voss determines that you are lying, he commands the patrol to attack.


If you succeed the check, Voss commands Lae'zel to go to the crèche and aid the search for the artefact before flying off.
If you succeed the check, Voss commands Lae'zel to go to the crèche and aid the search for the artefact before flying off.


==== Gith (or "Gith") Origin Speaks with Voss ====
==== Gith (or "Gith") Origin Speaks with Voss ====
If a [[Gith|githyanki]] origin, or a character disguised as gith using {{SAI|Disguise Self}}, Voss will ask what they are doing so far away from their crèche. If the character is accompanied by non-gith characters, he will question their company. Either way, the player must pass a {{Ability check|Deception|15}} or {{Ability check|Performance|15}} in order to earn the gith captain's trust.
If a [[Gith|githyanki]] origin, or a character disguised as gith using {{SAI|Disguise Self}}, Voss will ask what they are doing so far away from their crèche. If the character is accompanied by non-gith characters or those disguised as non-gith, he will question their company. If the player is merely disguised as a gith, the player must pass a {{Ability check|Deception|15}} or {{Ability check|Performance|15}} in order to earn the Kith’rak’s trust. This is also the case if the player is actually a gith but has non-gith companions present. If a githyanki origin character is alone or accompanied by gith-only companions, there is no check.


If successful, he will explain the search for the artefact and demand the player head to the crèche to join the hunt before flying away. Otherwise, the player must fight the patrol.
If successful, he will explain the search for the artefact and demand the player head to the crèche to join the hunt before flying away. Otherwise, the player must fight the patrol.
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==== Non-Gith Origin Character Speaks with Voss ====
==== Non-Gith Origin Character Speaks with Voss ====
This is the most difficult path. If Lae'zel is not in the party, or the player insists on speaking on her behalf, Voss asks why he shouldn't run them through.
This is the most difficult path. If Lae'zel is not in the party, or the player insists on speaking on her behalf, Voss asks why he shouldn't run them through.
* [SLEIGHT OF HAND] Silently hold his stare and discreetly prepare to attack. (DC 15)
 
* [INSIGHT] You would've done so already if you didn't want something from me first. (DC 10)
* {{Dialogue option|Silently hold his stare and discreetly prepare to attack.|roll=Sleight of Hand|dc=15}}
* [INTIMIDATION] I just want passage - if I have to go through you, so be it. (DC 15)
* {{Dialogue option|You would've done so already if you didn't want something from me first.|roll=Insight|dc=10}}
* [PERSUASION] I don't know you. I pose no threat. (DC 15)
* {{Dialogue option|I just want passage - if I have to go through you, so be it.|roll=Intimidation|dc=15}}
* {{Dialogue option|You'd sprain your wrist trying.|tags=Barbarian|roll=Intimidation|dc=18}}
* {{Dialogue option|I don't know you. I pose no threat.|roll=Persuasion|dc=15}}
* {{Dialogue option|Try it - Let’s see who walks away alive.|tags=Fighter, Ranger}}


Succeed in any of the checks and Voss remains neutral. He reveals the search for the artefact. Choose one of these options:
Succeed in any of the checks and Voss remains neutral. He reveals the search for the artefact. Choose one of these options:
* I'll help if I can.
* {{Dialogue option|I'll help if I can.}}
* You'll need to start from the beginning - what is this weapon you're after?
* {{Dialogue option|You'll need to start from the beginning - what is this weapon you're after?}}
* I might know something, but it’ll cost you.


Voss tells them to be silent while doing rapid hand gestures:
Voss tells them to be silent while doing rapid hand gestures:
* [ARCANA] ''Silently interpret the meaning of the gestures.'' (DC 10)
* {{Dialogue option|''Silently interpret the meaning of the gestures.''|roll=Arcana|dc=10}}
* {{Dialogue option|He is casting Detect Thoughts - steel your mind to resist it.|tags=Wizard, Warlock, Sorcerer|roll=Wisdom|dc=10}}


Succeeding this check and choosing to resist the probing with another Wisdom check (DC 10) causes Voss to get frustrated at the uselessness of their thoughts. Otherwise, he learns they have a mind flayer tadpole and the githyanki become hostile.  
Succeeding this check and choosing to resist the probing with another Wisdom check (DC 10) causes Voss to get frustrated at the uselessness of their thoughts. Otherwise, he learns they have a mind flayer tadpole and the githyanki become hostile.  


* [PERSUASION] I could help if you let me live - search for this weapon perhaps. (DC 15)
* {{Dialogue option|I could help if you let me live - search for this weapon perhaps.|roll=Persuasion|dc=15}}
* [PERSUASION] You ought to just leave. You've no right to decide my fate. (DC 15)
* {{Dialogue option|You ought to just ''leave''. You've no right to decide my fate.|roll=Persuasion|dc=15}}
* [INTIMIDATION] Why are you hesitating, then? Try it, I dare you. (DC 15)
* {{Dialogue option|Why are you hesitating, then? Try it, I dare you.|roll=Intimidation|dc=15}}
* [DETECT THOUGHTS] ''Read his thoughts.''
* {{Dialogue option|Give it a try. I’m hungry for a little fun.|tags=Barbarian|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|A corpse is useless. But a living informant might unearth something.|tags=Rogue}}
* {{Dialogue option|''Read his thoughts.''|tags=Detect Thoughts}}


A successful pass of any of these checks and Voss lets the party live. He tells them to go to the crèche - ahead, at the Mountain Pass. Otherwise, Voss becomes suspicious that the party is infected with tadpoles or carries the artefact, then he flies off on his dragon and orders the githyanki soldiers to kill them all. Sarth {{CharLink|Baretha}}, Raider {{CharLink|Chost}}, Raider {{CharLink|Zastri}}, and Gish {{CharLink|For'reth}} attack the party.
A successful pass of any of these checks and Voss lets the party live. He tells them to go to the crèche - ahead, at the Mountain Pass. Otherwise, Voss becomes suspicious that the party is infected with tadpoles or carries the artefact, then he flies off on his dragon and orders his soldiers to kill them all. Sarth {{CharLink|Baretha}}, Raider {{CharLink|Chost}}, Raider {{CharLink|Zastri}}, and Gish {{CharLink|For'reth}} attack the party.


=== Accessing the Monastery ===
=== Accessing the Monastery ===
[[File:Monastery Window Entrance Quest.jpg|thumb|The broken door to the Monastery leads the way in.]]
[[File:Monastery Window Entrance Quest.jpg|thumb|The broken door to the Monastery leads the way in.]]
The [[Rosymorn Monastery]] is accessed from the Mountain Pass. Find the Cable Car Wheel (X:-47, Y:-74) and succeed in a Strength check (DC 15) to summon the cable car. Climb on the cable car and use the wheel to move towards the Monastery. Follow the path east until a cutscene triggers where a group of githyanki warriors shoot down some cultists.  
The [[Rosymorn Monastery]] is accessed from the Mountain Pass. Find the Cable Car Wheel (X:-47, Y:-74) and succeed in a Strength check (DC 15) to summon the cable car. Climb on the cable car and use the wheel to move towards the Monastery. If this does not work, there is an alternate path to reach the Monastery. Follow the path east until a cutscene triggers where a group of githyanki warriors shoot down some cultists.  


If not engaging those warriors in combat, the Rosymorn Monastery Doors will be locked and magically enchanted, but there are several routes inside. For instance, there are broken windows that can be climbed through (X:64, Y:31) just west of the doors. Once inside, there are a number of drunk Kobolds who can be snuck past or killed. The party must move north to the giant crack in the wall. From here, it's neccessary to jump up the rocks to get higher up on the Monastery.
If not engaging those warriors in combat, the Rosymorn Monastery Doors will be locked and magically enchanted, but there are several routes inside. For instance, there are broken windows that can be climbed through (X:64, Y:31) just west of the doors. Once inside, there are a number of drunk Kobolds who can be snuck past or killed. The party must move north to the giant crack in the wall. From here, it's neccessary to jump up the rocks to get higher up on the Monastery.
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The infirmary (X:1299, Y:-809) is on the southwestern end of the crèche. {{CharLink|Stornugoss|Ghustil Stornugoss}} is in charge of [[Zaith'isk]] purification and research on the illithids. Speak to her and reveal that the party is infected with tadpoles to initiate the  purification.
The infirmary (X:1299, Y:-809) is on the southwestern end of the crèche. {{CharLink|Stornugoss|Ghustil Stornugoss}} is in charge of [[Zaith'isk]] purification and research on the illithids. Speak to her and reveal that the party is infected with tadpoles to initiate the  purification.


The party can Investigate the device closely (DC 15), learning that it's a synthesis of illithid anatomy and metal alloys. It hums with psionic energy hinting at paths into unknown minds and unseen planes. Lae'zel insists on going first. The player can let her, insist that they go first because Lae'zel owes her success to them, or tell her to step aside without elaboration. The first two choices will net [[approval]] from Lae'zel, while the third option will turn her immediately hostile.
The party can Investigate the device closely (DC 15), learning that it's a synthesis of illithid anatomy and metal alloys. It hums with psionic energy hinting at paths into unknown minds and unseen planes.  
 
==== Origin Character Sits in the Zaith'isk ====
[[File:Zaithisk Explosion Quest.jpg|thumb|The zaith'isk explodes from the tadpole's magic.]]
 
===== Stage one =====
If the player sits on the zaith'isk, the device pulses and they feel utter agony, triggering an Intelligence Saving Throw (DC 12) to seek the tadpole:
* {{Dialogue option|''Follow the doctor's instruction. Seek the tadpole.''|roll=Intelligence|dc=12}}
* {{Dialogue option|''Follow the ''ghustil'''s instruction. Seek the tadpole.''|tags=Githyanki|roll=Intelligence|dc=12}}
* {{Dialogue option|''Focus the device on your tadpole.''|roll=Intelligence|dc=12}} (if using it without Stornugoss)
 
===== Stage two =====
Unfortunately, the parasite only doubles down and burrows further, triggering a Wisdom Saving Throw (DC 15). The Netherese magic within the tadpoles causes it to fight back again:
* {{Dialogue option|''Stay calm. Guide the device closer.''|roll=Wisdom|dc=15}}
* {{Dialogue option|''Remember your orders. Bring the device closer.''|tags=Githyanki|roll=Wisdom|dc=15}}
 
===== Stage three =====
Finally, one last saving throw must be made:
* {{Dialogue option|''Keep going. Complete the extraction.''|roll=Constitution|dc=18}}
* {{Dialogue option|''Pursue the visions you saw. See where they lead.''|tags=Lae'zel|roll=Constitution|dc=18}}
* {{Dialogue option|''Complete your purification. Surrender to Vlaakith's will.''|tags=Githyanki|roll=Constitution|dc=18}}
* {{Dialogue option|''Channel your ki. Flood the creature with your essence.''|tags=Monk|roll=Wisdom|dc=18}}
* {{Dialogue option|''Seek the tadpole's essence. Flood it with power.''|tags=Druid|roll=Wisdom|dc=18}}
* {{Dialogue option|''Pray for deliverance. Flood the creature with divine power.''|tags=Cleric|roll=Wisdom|dc=18}}
* {{Dialogue option|''Focus on this ancient magic. Feed it with your own.''|roll=Intelligence|dc=18}}
* {{Dialogue option|''Study the ancient magic. Trace its forms. Align yourself with them.''|tags=Wizard|roll=Intelligence|dc=18}}
* {{Dialogue option|''Beseech your patron to lend the tadpole a mote of faerie arcana.''|tags=Archfey|roll=Charisma|dc=18}}
* {{Dialogue option|''Ask your patron to lend the tadpole some diabolic might.''|tags=Fiend|roll=Charisma|dc=18}}
* {{Dialogue option|''Entreat your patron - ask it to lend the tadpole eldritch power.''|tags=Great Old One|roll=Charisma|dc=18}}
* {{Dialogue option|''Harmonise with the tadpole's magic. Amplify it.''|tags=Bard|roll=Charisma|dc=18}}
* {{Dialogue option|''Share your oathbound magics with the tadpole.''|tags=Paladin|roll=Charisma|dc=18}}
* {{Dialogue option|''Follow the strange magic to its source.''|tags=Sorcerer|roll=Charisma|dc=18}}
* {{Dialogue option|''LET THE TADPOLE FEED ON YOUR RAGE. MAKE IT '''STRONG.'''''|tags=Barbarian|roll=Constitution|dc=18|advantage=y}}


==== Lae'zel Sits in the Zaith'isk ====
==== Lae'zel Sits in the Zaith'isk ====
If the party tells Lae'zel to go ahead, she eagerly sits on the zaith'isk.
Lae'zel insists on going first. The player can let her, insist that they go first because Lae'zel owes her success to them. The player can respond with the following choices:
* [PERSUASION] Get out of there, Lae'zel. You won't survive this anguish. (DC 30)
 
* [WISDOM] ''Call on your parasite. Show Lae'zel what she stands to lose.'' (DC 30)
* {{Dialogue option|I have ably commanded this party. I will be cleansed first.|tags=Githyanki|roll=Persuasion|dc=10}} (roll removed if high enough approval)
* [GITHYANKI][HISTORY] Extract yourself. Mother Gith would not wish you to suffer. (DC 30)
* {{Dialogue option|You would still be hunting for this place without my guidance. I will be cured first.|roll=Persuasion|dc=10}} (roll removed if high enough approval)
* ''Plead with the doctor. Lae'zel is in great pain.''
* {{Dialogue option|Out of my way. Or would you rather I split you in two and walk through the centre?|roll=Investigation|dc=10}}
* Endure, Lae'zel. the cure is worth the torment.
* {{Dialogue option|Back off, or I will personally present your head to Vlaakith.|tags=Githyanki|roll=Investigation|dc=10}}
* ''Wait and Watch.''
* {{Dialogue option|'''''ROAR!'''''|tags=Barbarian|roll=Investigation|dc=10|advantage=y}}


Telling Lae'zel to endure nets approval with her. She continues to suffer while the devices causes her great agony. Successfully convincing her to leave the zaith'isk nets approval with Lae'zel, Astarion, Gale, and Shadowheart.
Selecting the following option and sticking to it results in Lae'zel turning hostile against the party along with the Ghustil:
* {{Dialogue option|Make way, Lae'zel. I am purging myself of this damned parasite.}}


* [WISDOM] Seek answers within the zaith'isk. What is this vision? (DC 21)
If the party tells Lae'zel to go ahead, she eagerly sits on the zaith'isk and grants {{Approval|Lae'zel|+10}}. If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain {{Approval|Astarion|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}} {{Approval|Karlach|+1}} {{Approval|Minthara|+1}}.
* [DECEPTION] You must listen! the device is changing you. You are becoming illithid. (DC 30)
* Keep focused, Lae'zel. The cure is close.
* Wait and Watch.


Choosing the first option has the player learn that the zaith'isk is not a device for saving victims of mind flayers. Rather, it's a device that extracts the memories of the infected and then kills them. The device will kill Lae'zel if nothing is done. If the second option is chosen, then Lae'zel is deceived into leaving the device.
===== Stage one =====
If the player passes a passive {{Ability check|Perception|14}} check, they will realize the machine will not survive the procedure unscathed. The player will feel Lae'zel's mind ripping and rupturing and can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a persuasion check:


* [DECEPTION] Your tadpole is changing, growing. You have to resist the machine! (DC 21)
* {{Dialogue option|Get out of there, Lae'zel. You won't survive this anguish.|roll=Persuasion|dc=30}}
* [WISDOM] Focus your mind. Try to overload the device. (DC 30)
* {{Dialogue option|''Call on your parasite. Show Lae'zel what she stands to lose.''|roll=Wisdom|dc=30}}
* [CONSTITUTION] Pursue the visions you saw. See where they lead.  
* {{Dialogue option|Extract yourself. Mother Gith would not wish you to suffer.|tags=Githyanki|roll=History|dc=30}}
* [ARCANA] Draw on the zaith'isk's power, take it as your own. (DC 30)
* {{Dialogue option|''Plead with the doctor. Lae'zel is in great pain.''}}
* Embrace the pain, Lae'zel. Be pure.
* Wait and Watch.


==== Origin Character Sits in the Zaith'isk ====
Alternatively, if the player fails the check or lets the procedure continue with the following options, this will give her the passive {{Pass|Weakened Intelligence}}:
[[File:Zaithisk Explosion Quest.jpg|thumb|The zaith'isk explodes from the tadpole's magic.]]
* {{Dialogue option|Endure, Lae'zel. the cure is worth the torment.}}
If the player sits on the zaith'isk, the device pulses and they feel utter agony, triggering an Intelligence Saving Throw (DC 12) to seek the tadpole. Unfortunately, the parasite only doubles down and burrows further, triggering a Wisdom Saving Throw (DC 15). The Netherese magic within the tadpoles causes it to fight back again:
* {{Dialogue option|Brace your mind, Lae'zel. ''Vlaakith tavki na'zin. Vlaakith tavki na'zin...''|tags=Githyanki}}
* {{Dialogue option|''Wait and Watch.''}}
 
===== Stage two =====
 
The party member will see a vision of past deceased githyanki and can try to convince Lae'zel to stop:
 
* {{Dialogue option|''Seek answers within the zaith'isk. What is this vision?''|roll=Wisdom|dc=21}}
** {{Dialogue option|I've seen the truth Lae'zel. This device doesn't cure - it kills.|roll=Persuasion|dc=21}}
* {{Dialogue option|Listen to me. I see your flesh pulsing. The ''zaith'isk'' will make you ''ghaik''!|tags=Githyanki|roll=Deception|dc=30}}
* {{Dialogue option|You must listen! The device is changing you. You are becoming illithid.|roll=Deception|dc=30}}
 
Otherwise, they can do nothing or urge her to continue which will give her the passive {{Pass|Weakened Wisdom}}:
* {{Dialogue option|Keep focused, Lae'zel. The cure is close.}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|Cry our queen's command. ''Lash'a'kla!''|tags=Githyanki}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|''Wait and watch.''}}
 
===== Stage three =====
 
If Lae'zel is ''still'' in the machine, it's possible to persuade her to leave again.. This difficulty will either be 21 or 30, depending on the previous choices. Attempting to deceive her remains a {{SkillCheck|Deception|30}}.
 
* {{Dialogue option|''Pursue the visions you saw. See where they lead.''|roll=Constitution|dc=21}} (if visions weren't pursued in stage two)
* {{Dialogue option|I have seen the truth, Lae'zel. You will be killed, not cured!|roll=Persuasion|dc=21}} (if Perception check passed in stage two or the Constitution check)
* {{Dialogue option|Your tadpole is changing, growing. You have to resist the machine!|roll=Deception|dc=30}} (if Deception not tried yet)
* {{Dialogue option|''Focus your mind. Try to overload the device.''|roll=Wisdom|dc=30}}


* [INTELLIGENCE] Focus on this ancient magic. Feed it with your own. (DC 18)
Failing the check, or allowing her to continue will give Lae'zel the passive {{Pass|Weakened Constitution}}:
* [CONSTITUTION] Keep going. Complete the extraction. (DC 18)
* {{Dialogue option|Abide the pain, Lae'zel. It is Vlaakith's will!|tags=Githyanki}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|Embrace the pain, Lae'zel. Be pure.}} {{Approval|Lae'zel|+1}}
* {{Dialogue option|''Wait and watch.''}}


Additionally, Warlocks, Clerics, Wizards, Druids, Monks, Bards, Paladins, Sorcerers, and Barbarians all have unique saving throws (DC 18).
Alternatively, the party member can try to take control of the zaith'isk and absorb its power to gain the {{Pass|Awakened}} passive themselves:
* {{Dialogue option|Draw on the zaith'isk's power, take it as your own.|roll=Arcana|dc=30}}


Even if all Saving Throws are succeeded, the Zaith'isk simply explodes. Stornugoss despairs at the loss of her life's work. If she thinks the parasite is still intact, she locks the party in the room and any attempt to escape causes the crèche to become hostile. If the party deceives her and uses a performance to throw her off (DC 15), then she simply tells them to leave.
==== Outcome ====
Even if all Saving Throws are succeeded, the Zaith'isk simply explodes. Stornugoss despairs at the loss of her life's work. If she thinks the parasite is still intact, she locks the party in the room and any attempt to escape causes the Infirmary to become hostile. If the party deceives her or uses a performance to throw her off (DC 15), then she simply tells them to leave.


If the crèche is hostile, the party must fight their way to the infirmary. The ghustil also fights the party, meaning she isn't available to guide the party to using the zhaith'isk. Despite this, the scene plays out nearly identically to if she was there, just without some of her comments or the need to deceive her at the end.
If the crèche is hostile, the party must fight their way to the infirmary. The ghustil also fights the party, meaning she isn't available to guide the party to using the zhaith'isk. Despite this, the scene plays out nearly identically to if she was there, just without some of her comments or the need to deceive her at the end.
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== Consequences ==
== Consequences ==
Using the zaith'isk can cause permanent debuffs to the character who entered it. Each failed saving throw results in a -2 to a stat. The first roll is wisdom, the second is intelligence, and the third is constitution. If Lae'zel goes into the zaith'isk, she also risks permanent debuffs. However, choosing to consume tadpoles reduces the effect of the debuff.
Using the zaith'isk can cause permanent debuffs to the character who entered it. Each failed saving throw results in a -2 to a stat. The first roll is wisdom, the second is intelligence, and the third is constitution. If Lae'zel goes into the zaith'isk, she also risks permanent debuffs. However, choosing to consume tadpoles eliminates the effect of the debuff.


A permanent buff known as [[Awakened]] can be gained by choosing "Draw on the zaith'isk's power, take it as your own" or succeeding all three saving throws if the origin character entered the zaith'isk.
A permanent buff known as [[Awakened]] can be gained by choosing "Draw on the zaith'isk's power, take it as your own" or succeeding all three saving throws if the origin character entered the zaith'isk.

Latest revision as of 10:43, 20 November 2024

Find the Githyanki Crèche is a sub-Quest of Act One's main quest, Find a Cure. It can be initiated as soon as Lae'zel Lae'zel is rescued during Free Lae'zel if she joins the party. For the majority of Act One, this quest is directly connected to Lae'zel's Companion quest, The Githyanki Warrior.

Objectives[edit | edit source]

Objectives and journal entries may vary pending player decisions and outcomes.

Find Zorru.
  • Lae'zel told us that the githyanki should be able to cure us, if we can find one of their crèches. Someone named Zorru should know more.
  • We found Zorru. Lae'zel will want to speak with him.
Find a Githyanki Crèche.
  • Lae'zel says that we can be cured at a Githyanki Crèche and hopes to find her kin nearby.
  • Zorru is dead. We'll have to find another lead to the Githyanki Crèche.
  • Zorru left the grove. We'll have to find another lead to the Githyanki Crèche.
  • We spoke to a tiefling called Zorru. He wouldn't tell us anything about the githyanki he'd seen. We'll have to find them ourselves.
Find the Githyanki patrol.
  • We learned of a githyanki patrol to the northwest. They might be able to lead us to their crèche.
Speak to the leader of the githyanki patrol.
  • We found the githyanki Zorru mentioned near the mountain pass. We should speak to them - they may know where we can find a Githyanki Crèche to cure our illithid infection.
Find the Githyanki Crèche.
  • We found the githyanki patrol, but they weren't very cooperative. We still don't know where the crèche is - we'll need to find it ourselves.
Search the githyanki corpses for information.
  • Lae'zel told us of a cure we can find at a Githyanki Crèche. She thinks one of the patrol will have a map. We should search the corpses.
  • We defeated Sarth Baretha and her squadron - we should search her body for more information about the nearby crèche.
Reach the Githyanki Crèche.
  • We learned where the crèche is located. We should see if we can find answers there.
Find the Githyanki Crèche's entrance.
  • The Githyanki Crèche is nestled somewhere within Rosymorn Monastery. We should take a look.
Find the Githyanki cure.
  • We've reached the crèche. Lae'zel says there should be some kind of device capable of removing the parasite. We just need to find it.
  • We've reached the crèche. Without Lae'zel's guidance, it may be harder to find the cure she mentioned.
Go to the Crèche Infirmary.
  • The guards told us to report to the Crèche Infirmary, where the doctor will inspect us.
  • Vlaakith and Inquisitor W'wargaz tried to kill us. It might still be worth investigating the Crèche Infirmary for a way to remove our parasites.
Speak to Ghustil Stornugoss.
  • We found the Crèche Infirmary - we should speak to whoever runs it.
  • The ghustil, this crèche's medical expert, may have a way to cure our illithid infection.
  • Though Vlaakith and the Inquisitor tried to kill us, we should still speak to the ghustil. We may still be able to cleanse our illithid parasite.
Sit in the zaith'isk.
  • Ghustil Stornugoss, the doctor, said the zaith'isk can extract our parasites. However, it sounds dangerous.
  • Ghustil Stornugoss, the doctor, is dead. There might still be a way to operate the githyanki purification device.
Quest Complete
  • We attempted to remove our parasites using the githyanki purification device, but it failed and almost killed us. Our parasites must be very unusual.
  • We activated a self-destruct mechanism, which blew up the Githyanki Crèche. The githyanki purification device will undoubtedly have been destroyed along with it.
  • There is no time to look for a cure in the Githyanki Crèche anymore. We must press on.

Walkthrough[edit | edit source]

As part of Free Lae'zel, Lae'zel is trapped in a cage and speaks telephatically with the party to let her out. If asked why they should do that, she states that she has a cure for the tadpole, but she will only share it if they set her free. Two tieflings, Nymessa Nymessa and Damays Damays discuss how their friend Zorru Zorru was nearly gutted by a squad of githyanki warriors. Assuming Lae'zel is with them, they intend to bring her back to the Druid Grove so that their leader can deal with her. The party can either kill them, or convince them to run away and let the party deal with Lae'zel.

Once Lae'zel is freed, she explains that the cure can be found at a githyanki crèche. They have a special device - a Zaith'isk - which can cure those infected by mindflayer tadpoles. Hearing that there is githyanki activity in the area, Lae'zel suggests they track down Zorru and see what he knows.

Zorru can be found in The Hollow, near the tiefling's storehouse. If the party speaks to him with Lae'zel in the party, he is instantly terrified that she's come to kill him. Regardless of the choices made, Zorru reveals what he knows if Lae'zel is around, as he's too scared to disobey. One of his friends was gutted in front of him, near the Mountain Pass. One of Zorru's friends can be found at the Blighted Village, labeled simply as a Dead Tiefling (X:5, Y:366). She is in the same room as the ogres. Using Speak with Dead Speak with Dead on her reveals that she too encountered githyanki in the mountains.

The Githyanki Patrol[edit | edit source]

Approaching dragon.
Kith'rak Voss interrogates the party.
The Githyanki Patrol
See this transcript page for an in-depth exploration of this conversation and its consequences.
The githyanki patrol (X:-101, Y:555) is west across the Risen Road. They are arguing with a group of Flaming Fists. Suddenly, a red dragon comes down from the sky and sets the fists aflame. If Lae'zel is in the party, she notes that the crèche must be near and runs ahead to meet with the patrol, temporarily leaving the party. Go with her to start a conversation with the dragon's rider, Voss Kith'rak Voss.

This conversation is complex, with multiple variations depending on whether Voss speaks with Lae'zel, a gith origin, or any other character. Each variation requires a different number of ability checks to avoid hostilities. This page will focus on the path of least resistance, with or without Lae'zel.

Lae'zel Speaks with Voss[edit | edit source]

If Lae'zel is in the party, the encounter becomes much simpler.

  • Nod to Lae'zel. Go ahead.
  • [GITHYANKI] I will be speaking on my kin's behalf, Kith'rak.
  • I will be speaking on her behalf, gith.

Choose the first option to allow Lae'zel to speak, and Voss reveals the search for a githyanki artefact. He asks if Lae'zel has seen anything like that. Choose the ability check:

  • [PERSUASION] Mouth a silent command to Lae'zel: 'play along'. (DC 10)

After the DC 10 check, another passive deception check happens in the background using the Avatar character’s Charisma (and deception proficiency if applicable). If Voss determines that you are lying, he commands the patrol to attack.

If you succeed the check, Voss commands Lae'zel to go to the crèche and aid the search for the artefact before flying off.

Gith (or "Gith") Origin Speaks with Voss[edit | edit source]

If a githyanki origin, or a character disguised as gith using Disguise Self Disguise Self, Voss will ask what they are doing so far away from their crèche. If the character is accompanied by non-gith characters or those disguised as non-gith, he will question their company. If the player is merely disguised as a gith, the player must pass a DC 15 Deception check or DC 15 Performance check in order to earn the Kith’rak’s trust. This is also the case if the player is actually a gith but has non-gith companions present. If a githyanki origin character is alone or accompanied by gith-only companions, there is no check.

If successful, he will explain the search for the artefact and demand the player head to the crèche to join the hunt before flying away. Otherwise, the player must fight the patrol.

Non-Gith Origin Character Speaks with Voss[edit | edit source]

This is the most difficult path. If Lae'zel is not in the party, or the player insists on speaking on her behalf, Voss asks why he shouldn't run them through.

  • [SLEIGHT OF HAND] Silently hold his stare and discreetly prepare to attack. (DC 15)
  • [INSIGHT] You would've done so already if you didn't want something from me first. (DC 10)
  • [INTIMIDATION] I just want passage - if I have to go through you, so be it. (DC 15)
  • [BARBARIAN] [INTIMIDATION] You'd sprain your wrist trying. (DC 18)
  • [PERSUASION] I don't know you. I pose no threat. (DC 15)
  • [FIGHTER] [RANGER] Try it - Let’s see who walks away alive.

Succeed in any of the checks and Voss remains neutral. He reveals the search for the artefact. Choose one of these options:

  • I'll help if I can.
  • You'll need to start from the beginning - what is this weapon you're after?
  • I might know something, but it’ll cost you.

Voss tells them to be silent while doing rapid hand gestures:

  • [ARCANA] Silently interpret the meaning of the gestures. (DC 10)
  • [WIZARD] [WARLOCK] [SORCERER] [WISDOM] He is casting Detect Thoughts - steel your mind to resist it. (DC 10)

Succeeding this check and choosing to resist the probing with another Wisdom check (DC 10) causes Voss to get frustrated at the uselessness of their thoughts. Otherwise, he learns they have a mind flayer tadpole and the githyanki become hostile.

  • [PERSUASION] I could help if you let me live - search for this weapon perhaps. (DC 15)
  • [PERSUASION] You ought to just leave. You've no right to decide my fate. (DC 15)
  • [INTIMIDATION] Why are you hesitating, then? Try it, I dare you. (DC 15)
  • [BARBARIAN] [INTIMIDATION] Give it a try. I’m hungry for a little fun. (DC 15 Advantage Icon.png)
  • [ROGUE] A corpse is useless. But a living informant might unearth something.
  • [DETECT THOUGHTS] Read his thoughts.

A successful pass of any of these checks and Voss lets the party live. He tells them to go to the crèche - ahead, at the Mountain Pass. Otherwise, Voss becomes suspicious that the party is infected with tadpoles or carries the artefact, then he flies off on his dragon and orders his soldiers to kill them all. Sarth Baretha Baretha, Raider Chost Chost, Raider Zastri Zastri, and Gish For'reth For'reth attack the party.

Accessing the Monastery[edit | edit source]

The broken door to the Monastery leads the way in.

The Rosymorn Monastery is accessed from the Mountain Pass. Find the Cable Car Wheel (X:-47, Y:-74) and succeed in a Strength check (DC 15) to summon the cable car. Climb on the cable car and use the wheel to move towards the Monastery. If this does not work, there is an alternate path to reach the Monastery. Follow the path east until a cutscene triggers where a group of githyanki warriors shoot down some cultists.

If not engaging those warriors in combat, the Rosymorn Monastery Doors will be locked and magically enchanted, but there are several routes inside. For instance, there are broken windows that can be climbed through (X:64, Y:31) just west of the doors. Once inside, there are a number of drunk Kobolds who can be snuck past or killed. The party must move north to the giant crack in the wall. From here, it's neccessary to jump up the rocks to get higher up on the Monastery.

The Githyanki Crèche[edit | edit source]

Climb the cliffs to access the upper levels of the Monastery.

From upper floor, move north up the hall, then jump across the gap to the east. Move south, then east to find a set of crumbling stairs. Jump past the gaps to follow the stairs down. Once the stairs have been descended, move north and a barricade is on the western 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 (X;78, Y:49) that opens the monastery doors, which can make reentering the monastery easier)

After moving west, follow the stairs to north to reach the Monastery Basement (X:74, Y: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.

The Infirmary[edit | edit source]

The infirmary (X:1299, Y:-809) is on the southwestern end of the crèche. Stornugoss Ghustil Stornugoss is in charge of Zaith'isk purification and research on the illithids. Speak to her and reveal that the party is infected with tadpoles to initiate the purification.

The party can Investigate the device closely (DC 15), learning that it's a synthesis of illithid anatomy and metal alloys. It hums with psionic energy hinting at paths into unknown minds and unseen planes.

Origin Character Sits in the Zaith'isk[edit | edit source]

The zaith'isk explodes from the tadpole's magic.
Stage one[edit | edit source]

If the player sits on the zaith'isk, the device pulses and they feel utter agony, triggering an Intelligence Saving Throw (DC 12) to seek the tadpole:

  • [INTELLIGENCE] Follow the doctor's instruction. Seek the tadpole. (DC 12)
  • [GITHYANKI] [INTELLIGENCE] Follow the ghustil's instruction. Seek the tadpole. (DC 12)
  • [INTELLIGENCE] Focus the device on your tadpole. (DC 12) (if using it without Stornugoss)
Stage two[edit | edit source]

Unfortunately, the parasite only doubles down and burrows further, triggering a Wisdom Saving Throw (DC 15). The Netherese magic within the tadpoles causes it to fight back again:

  • [WISDOM] Stay calm. Guide the device closer. (DC 15)
  • [GITHYANKI] [WISDOM] Remember your orders. Bring the device closer. (DC 15)
Stage three[edit | edit source]

Finally, one last saving throw must be made:

  • [CONSTITUTION] Keep going. Complete the extraction. (DC 18)
  • [LAE'ZEL] [CONSTITUTION] Pursue the visions you saw. See where they lead. (DC 18)
  • [GITHYANKI] [CONSTITUTION] Complete your purification. Surrender to Vlaakith's will. (DC 18)
  • [MONK] [WISDOM] Channel your ki. Flood the creature with your essence. (DC 18)
  • [DRUID] [WISDOM] Seek the tadpole's essence. Flood it with power. (DC 18)
  • [CLERIC] [WISDOM] Pray for deliverance. Flood the creature with divine power. (DC 18)
  • [INTELLIGENCE] Focus on this ancient magic. Feed it with your own. (DC 18)
  • [WIZARD] [INTELLIGENCE] Study the ancient magic. Trace its forms. Align yourself with them. (DC 18)
  • [ARCHFEY] [CHARISMA] Beseech your patron to lend the tadpole a mote of faerie arcana. (DC 18)
  • [FIEND] [CHARISMA] Ask your patron to lend the tadpole some diabolic might. (DC 18)
  • [GREAT OLD ONE] [CHARISMA] Entreat your patron - ask it to lend the tadpole eldritch power. (DC 18)
  • [BARD] [CHARISMA] Harmonise with the tadpole's magic. Amplify it. (DC 18)
  • [PALADIN] [CHARISMA] Share your oathbound magics with the tadpole. (DC 18)
  • [SORCERER] [CHARISMA] Follow the strange magic to its source. (DC 18)
  • [BARBARIAN] [CONSTITUTION] LET THE TADPOLE FEED ON YOUR RAGE. MAKE IT STRONG. (DC 18 Advantage Icon.png)

Lae'zel Sits in the Zaith'isk[edit | edit source]

Lae'zel insists on going first. The player can let her, insist that they go first because Lae'zel owes her success to them. The player can respond with the following choices:

  • [GITHYANKI] [PERSUASION] I have ably commanded this party. I will be cleansed first. (DC 10) (roll removed if high enough approval)
  • [PERSUASION] You would still be hunting for this place without my guidance. I will be cured first. (DC 10) (roll removed if high enough approval)
  • [INVESTIGATION] Out of my way. Or would you rather I split you in two and walk through the centre? (DC 10)
  • [GITHYANKI] [INVESTIGATION] Back off, or I will personally present your head to Vlaakith. (DC 10)
  • [BARBARIAN] [INVESTIGATION] ROAR! (DC 10 Advantage Icon.png)

Selecting the following option and sticking to it results in Lae'zel turning hostile against the party along with the Ghustil:

  • Make way, Lae'zel. I am purging myself of this damned parasite.

If the party tells Lae'zel to go ahead, she eagerly sits on the zaith'isk and grants Lae'zel approves +10. If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character will gain Astarion approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +1 Karlach approves +1 Minthara approves +1.

Stage one[edit | edit source]

If the player passes a passive DC 14 Perception check check, they will realize the machine will not survive the procedure unscathed. The player will feel Lae'zel's mind ripping and rupturing and can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a persuasion check:

  • [PERSUASION] Get out of there, Lae'zel. You won't survive this anguish. (DC 30)
  • [WISDOM] Call on your parasite. Show Lae'zel what she stands to lose. (DC 30)
  • [GITHYANKI] [HISTORY] Extract yourself. Mother Gith would not wish you to suffer. (DC 30)
  • Plead with the doctor. Lae'zel is in great pain.

Alternatively, if the player fails the check or lets the procedure continue with the following options, this will give her the passive Weakened Intelligence Weakened Intelligence:

  • Endure, Lae'zel. the cure is worth the torment.
  • [GITHYANKI] Brace your mind, Lae'zel. Vlaakith tavki na'zin. Vlaakith tavki na'zin...
  • Wait and Watch.
Stage two[edit | edit source]

The party member will see a vision of past deceased githyanki and can try to convince Lae'zel to stop:

  • [WISDOM] Seek answers within the zaith'isk. What is this vision? (DC 21)
    • [PERSUASION] I've seen the truth Lae'zel. This device doesn't cure - it kills. (DC 21)
  • [GITHYANKI] [DECEPTION] Listen to me. I see your flesh pulsing. The zaith'isk will make you ghaik! (DC 30)
  • [DECEPTION] You must listen! The device is changing you. You are becoming illithid. (DC 30)

Otherwise, they can do nothing or urge her to continue which will give her the passive Weakened Wisdom Weakened Wisdom:

  • Keep focused, Lae'zel. The cure is close. Lae'zel approves +1
  • [GITHYANKI] Cry our queen's command. Lash'a'kla! Lae'zel approves +1
  • Wait and watch.
Stage three[edit | edit source]

If Lae'zel is still in the machine, it's possible to persuade her to leave again.. This difficulty will either be 21 or 30, depending on the previous choices. Attempting to deceive her remains a DC 30 Deception check.

  • [CONSTITUTION] Pursue the visions you saw. See where they lead. (DC 21) (if visions weren't pursued in stage two)
  • [PERSUASION] I have seen the truth, Lae'zel. You will be killed, not cured! (DC 21) (if Perception check passed in stage two or the Constitution check)
  • [DECEPTION] Your tadpole is changing, growing. You have to resist the machine! (DC 30) (if Deception not tried yet)
  • [WISDOM] Focus your mind. Try to overload the device. (DC 30)

Failing the check, or allowing her to continue will give Lae'zel the passive Weakened Constitution Weakened Constitution:

  • [GITHYANKI] Abide the pain, Lae'zel. It is Vlaakith's will! Lae'zel approves +1
  • Embrace the pain, Lae'zel. Be pure. Lae'zel approves +1
  • Wait and watch.

Alternatively, the party member can try to take control of the zaith'isk and absorb its power to gain the Awakened Awakened passive themselves:

  • [ARCANA] Draw on the zaith'isk's power, take it as your own. (DC 30)

Outcome[edit | edit source]

Even if all Saving Throws are succeeded, the Zaith'isk simply explodes. Stornugoss despairs at the loss of her life's work. If she thinks the parasite is still intact, she locks the party in the room and any attempt to escape causes the Infirmary to become hostile. If the party deceives her or uses a performance to throw her off (DC 15), then she simply tells them to leave.

If the crèche is hostile, the party must fight their way to the infirmary. The ghustil also fights the party, meaning she isn't available to guide the party to using the zhaith'isk. Despite this, the scene plays out nearly identically to if she was there, just without some of her comments or the need to deceive her at the end.

The Kith'rak[edit | edit source]

If Therezzyn Kith'rak Therezzyn has not been spoken to as part of Discover the Artefact's Secrets, then Lae'zel demands the party speak to her. She believes that the ghustil is corrupt and tampered with the zaith'isk. The party can go to her and ask that they be seen by the Inquisitor, W'wargaz Ch'r'ai W'wargaz, as they believe someone in the crèche is a traitor. Regardless of what the party says, she ignores it and says she knows they have the artefact. She demands they show it to her. If the party refuses, she becomes hostile along with the other githyanki in the room. Otherwise, she locks the door and says they must speak to the Inquisitor.

Consequences[edit | edit source]

Using the zaith'isk can cause permanent debuffs to the character who entered it. Each failed saving throw results in a -2 to a stat. The first roll is wisdom, the second is intelligence, and the third is constitution. If Lae'zel goes into the zaith'isk, she also risks permanent debuffs. However, choosing to consume tadpoles eliminates the effect of the debuff.

A permanent buff known as Awakened can be gained by choosing "Draw on the zaith'isk's power, take it as your own" or succeeding all three saving throws if the origin character entered the zaith'isk.

Companion approval[edit | edit source]

The Githyanki patrol on The Risen Road:

  • Allow Lae'zel to speak Shadowheart disapproves -1 Karlach approves +1 Lae'zel approves +10
  • Speak instead of Lae'zel Lae'zel disapproves -5 Karlach disapproves -1 Shadowheart approves +1
  • Produce the artifact Astarion disapproves -1 Shadowheart disapproves -5 Lae'zel disapproves -5 Karlach approves +1

Outside Crèche Y'llek:

  • Allow Lae'zel to talk past the initial githyanki guards outside the Crèche Shadowheart disapproves -1 Astarion 0Gale 0 Karlach 0 Wyll 0 Lae'zel approves +1

In the infirmary of Crèche Y'llek:

  • Allow Lae'zel to use the Zaith'isk Lae'zel approves +10
  • Insist that you go first because Lae'zel owes her success to you Lae'zel approves +3 +1 +1 +1 +1
  • Tell Lae'zel to endure Lae'zel approves +1
  • Convince Lae'zel to leave the Zaith'isk Astarion approves +1 Gale approves +1 Lae'zel approves +1Shadowheart approves +1

Notes[edit | edit source]

  • The githyanki patrol encounter can be avoided entirely by taking the Mountain Pass route by the Goblin Camp. This avoids the risk that the githyanki become hostile with the party, and they can proceed ahead to the crèche.
  • If the party destroyed the crèche as part of Find the Blood of Lathander before visiting the infirmary, then the zaith'isk cannot be used.
  • The infirmary holds three different Mind Flayer Parasite Specimens that can be taken.