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(→‎Chamber of Strategy: Corrected location of Chamber of Strategy from "lower" to "upper" right-hand room as the room is in the northeast, not southeast.)
 
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{{UnderConstruction}}
{{Location page
| name = The Wyrmway
| alt name =
| image = Wyrmway.jpg
| image description = The bridge to the Wyrmway
| act = three
| summary = There are four trials that the party must complete to open the [[The Dragon's Sanctum|Dragon's Sanctum]] where {{CharLink|Ansur}}, a Bronze Dragon, resides.
| region = Wyrm's Rock Fortress
| north = The Dragon's Sanctum
| west =
| east =
| south =
}}
== Entering Wyrmway ==
The entrance is hidden in a passage in the Wyrm's Rock Prison's western block, where two dragon head torches can be found. The party can gain access to the secret passage by first hitting both dragon head torches with any source of{{DamageType|Lightning}} damage such as {{SAI|Shocking Grasp}} or {{SAI|Lightning Arrow|Lightning Arrows}} and then use them. Alternatively, the Mousehole to Wyrm Rock's Cells, located on the western shore of [[Wyrm's Rock Fortress]], can be used. The secret passage can also be opened by sending a {{SAI|Mage Hand}} through the mousehole and placing it behind the wall between the two dragon torches on the Wyrmway side. Then simply using the dragon torches with a character on the Wyrm Rock Prison side opens the wall passage. It works if the dragon head torches shine blue. Moving the mage hand away closes the passage.
 
== Chambers of Wyrmway ==
Part of the trial is proving that the party members are worthy to speak with Ansur. To prove this, the party must pass four trials of ''Courage'', ''Insight'', ''Strategy'' and ''Justice''. Failing any of the trials results in the party facing hostilities {{ref| The party will always be awarded XP and allowed to proceed to [[The Dragon's Sanctum]] at the end of the trials whether they successfully complete all the trials or fail and fight the hostiles.}}.
 
=== Failing a Trial ===
If failing any trial, the party members are attacked by five groups of undead, one wave in each chamber and another in the central area. Once all the undead have been dispatched, the party can proceed in spite of its failure, and without needing to complete any remaining trials. Failing a challenge is the only way to obtain {{SmRarityItem|Journal of Past Adventurers N°5}} and find out what happened to the party's predecessors. The hostiles to be fought consist of:
*4 [[Fallen Champion]]
*7 [[Fallen Wizard]]
*15 [[Fallen Ranger]]
*16 [[Fallen Fighter]]
 
=== Chamber of Justice ===
[[File:Balduran Statue2.webp|Statue of Balduran|thumb]]This trial takes place in the far left area, with no door.


The '''Wyrmway''' is a [[Location]] a hidden location found in [[Wyrm's Rock Prison]] in [[Act Three]].
In this trial it is necessary to remove a dishonorable judge and correctly match the punishment to its respective crime. The crime is shown in paintings starting from "The Apple" and ending with "The Judgement". These paintings depict a man who steals an apple to feed urchin children, goes beyond to steal an artifact, is then chased around Baldur's Gate and is finally judged with a punishment.


There are four trials that you must complete to open the lair where [[Ansur]], a Bronze Dragon resides in.
{{CharLink|The Judge}} is in the middle of the shrouded area, is dishonorable, and must be removed with magic as it is invulnerable to all damage sources and cannot be pushed (physically or magically).


== Entering Wyrmway ==
Known ways to remove the judge:
The entrance is hidden in a passage in the Wyrm's Rock Prison's western block, where two dragon head torches can be found. You can gain access to the secret passage by hitting both dragon head torches with any source of{{DamageType|Lightning}} damage such as [[Shocking Grasp]].


== Chambers of Wyrmway ==
* {{SAI|Absorb Intellect}}
Part of the trial is proving that you are a worthy champion to speak with Ansur, to prove yourself, you must pass 4 trials of Courage, Insight, Strategy and Justice. Failing one of the trials would cause you to face hostility.
* {{SAI|Banishment}}
* {{SAI|Control Undead}}
* {{SAI|Exhort the Risen}}
* {{SAI|Greater Restoration}}
* {{SAI|Polymorph}}
* {{SAI|Remove Curse}}
* {{SAI|Turn Undead}}
* Methods that Control Undead
** {{SAI|Displace}} ''(teleport the judge anywhere outside the circle)''
** {{SAI|Spirit Guardians}} and {{SAI|Moonbeam}} ''(push the judge out with the damage field avoidance behaviour)''


==== Chamber of Justice ====
If the judge is removed, the shadows are lifted, each of the three shadowed paintings can be picked up or inspected. The three paintings are named ''The Cell'', ''Freedom'', and ''The Hanging''; the paintings represent the final judgement for the crime. One of them must be placed upon the Empty Niche found at the center of the room.
[[File:Balduran Statue2.webp|Statue of Balduran|thumb]]This trial takes place in the far left area, with no door.


In this trial you need to remove a dishonorable judge and give the right punishment to the crime, the crime is shown in paintings starting from "The Apple" and ending with "The Judgement", the paintings depict a man who steals an apple to feed urchin children and went on beyond to steal an artifact, chased around Baldur's Gate and being judged with a punishment.
To solve the trial, the sentence needs to be proportional to the crime. When interacting with the statue, if {{CharLink|Wyll}} is in the party, he offers hints regarding correct answers to the trial; "The right path (to justice) often lies between the extremes." Placing ''The Cell'' painting on the Empty Niche solves the trial. 
Inserting ''Freedom'' or ''The Hanging'' into the niche fails the trial and summons a horde of skeletons.


The Judge is in the middle of the shrouded area, and is dishonorable and must be removed. Its invulnerable to all damage sources but you can use a [[Remove Curse|Remove Curse Spell]] or [[Banishment]] to remove him. When you do so, the 3 shadowed paintings can be picked up or inspected. The 3 paintings are named "The Cell", "Freedom", and "The Hanging"; the paintings represent the final judgement for the crime. One of them must be placed on the Empty Niche found at the center of the room.
Alternatively the painting can be inserted without dispelling the judge by dragging the far eastern painting into the empty niche.{{verify}}


'''To solve the trial, the sentence needs to be proportional to the crime. Place "The Cell" painting on the Empty Niche.'''
===Chamber of Insight===
Starting this trial requires the party to walk over a nearly invisible path between the two left-hand statues of Balduran.


==== Chamber of Insight ====
In this trial it is necessary to discern which counselor does not properly advise for the city's prosperity and strike them down. The three possible choices are Stedd, Amaps, and Suelto.
This trial requires you to walk over a nearly invisible path between the two left-hand statues of Balduran.


In this trial you need figure out the counselor who does not advise for the city's prosperity and strike them down. The 3 possible choices are Stedd, Amaps, and Suelto.
To know whose solution is not correct the party must read the books that are flying around. Plucking them (there is a dialogue cursor) requires a {{Skill|Sleight of Hand}} check. It is also possible to throw the books to stop them from flying and be able to read them, or apply [[Frightened]]. Using {{SAI|Command: Grovel}} makes the book instantly drop to the ground to be picked up or read. Activating Turn-Based Mode when near a book makes picking it up or throwing it easier. If a party member shouts for the book to stop moving, a different party member must be used to trigger the {{Skill|Sleight of Hand}} check. Attacking the books is not recommended, because they are destroyed then.


To know who's the correct solution you need to read the books that are flying around. Picking them up (there is a dialogue cursor) requires a Sleight of Hand check. The books are destroyed if you attack them directly. You can also throw the books to stop them from flying and and be able to read them. Activating Tun-Based Mode when near a book makes picking them up or throwing them simpler.
After reading the books, it is revealed that Suelto adopted a cruel ideology, ill-fitting the council, and must be eliminated. If {{CharLink|Wyll}} is in the party, it is possible to speak with him after reading the final book; he advises Suelto is the one to attack.


'''After reading the books, you realize that Suelto adopted a cruel ideology that does not fit the council, striking her down solves the trial.'''
Attacking Suelto at the end of the chamber results in the party correctly passing this test. The target must be attacked only '' '''once''' '', and without any on-death effects (such as the illithid power {{SAI|Cull the Weak}}), or the trial is failed, even if attacking the correct target. If dual-wielding, automatic off-hand attacks must be deactivated. Suelto may also be attacked with a ranged weapon from the entrance platform without dealing with the books or the winding pathway.


==== Chamber of Strategy ====
Failing the trial summons a number of undead and a [[Death Shepherd]] to buff them.
This trial takes place in the lower right hand room.


In this trial you need to finish a game of Lanceboard (aka Chess in Faerun) by letting the Dark King fall in two moves only. If [[Gale]] is in your party he will comment that he played Lanceboard and would like to offer his help, if you accept he will tell you what needs to be done to finish the trial. You must speak with the Statue of Balduran to activate this dialogue and the challenge.
===Chamber of Strategy===
This trial takes place in the upper right-hand room.


'''First threaten the Black King, move the Rook one square to the right. Then the following two options occur:'''
In this trial it is necessary to finish a game of Lanceboard (a.k.a. Chess in Faerûn) by letting the Dark King fall in two moves only. If {{CharLink|Gale}} is in the party, he mentions he played Lanceboard and would like to offer his help. If accepted, he advises what is required to finish the trial. Speaking with the Statue of Balduran activates this dialogue.


'''Option #1 - Bishop eliminates your Rook, leaving your Queen to move 3 squares to the right causing a checkmate.'''
=====Solutions=====
'''IMPORTANT: Solutions for this trial are ''randomized'', these solutions must be taken with caution.'''


'''Option #2 - Black King moves top right square, move your Knight one square up and two squares left causing a checkmate.'''
#'''(Suggested by Gale)''' - First threatening the Black King by moving the Rook one square to the right. Then the following two options occur: Option #1 - Black Bishop eliminates the White Rook, leaving the White Queen to move 3 squares to the right causing a checkmate. Option #2 - Black King moves top right square, then moving the White Knight one square up and two squares left causes a checkmate.
#'''(Suggested by Gale)''' - Moving the White Queen diagonally to the upper right corner of the board to place the Black King in check and limiting its movement option to the black square on its forward left diagonal. After the Black King makes this move, moving the White Queen four squares to the left, directly in front of the White Rook and diagonal to the Black King, causes a checkmate.
#'''(Alternative "Brawn" Solution)''' - The Black King is vulnerable to lightning damage. Killing it this way also results in passing the challenge.


'''Alternative Solution - The Black King is vulnerable to lightning damage. Killing it this way also pass the challenge.'''
There are three attempts to finish this trial correctly, the remainder indicated by the number of red heart icons left at the top of the board; each failed attempt results in one heart shattering. Additionally, whenever interacting with one of the Lanceboard pieces, there is a pointed notification to show where the pieces can move, according to the [https://en.wikipedia.org/wiki/Rules_of_chess#Movement standard rules of chess]. If Gale is in the party and his help is accepted, the appropriate pieces and squares are marked with a white light upon interacting with a piece.


Solution (suggested by Gale) - Move the White Queen diagonally to the upper right corner of the board, checking the Black King and limiting its movement option to the black square on its forward left diagonal. After it makes this move, move the White Queen four squares to the left (to the black square directly on the left diagonal from the Black King) causing a checkmate.
===Chamber of Courage===
This trial takes place in the right most room. Entering the room and speaking with the Balduran statue makes the talking party member the torch carrier for the trial. In this trial, that party member will be holding a torch in their hand and must withstand the elements to pass the test.


Note: You are given 3 attempts to finish this trial correctly. The number of attempts you have remaining is indicated by the number of red heart icons left at the top of the board, with each failed attempt resulting in one heart shattering. Additionally, whenever you interact with one of the Lanceboard pieces, you are given a pointed notification to help you know where the pieces can move, according to the standard rules of chess. If Gale is with you, and you have accepted his help, the appropriate pieces and squares will be marked with a white light upon interacting with a piece.
This is a fighting trial that lasts 4 turns. The party member holding the torch must survive, and the rest of the party must be prepared to defend the torch carrier. Be aware the torch is bound to the torch carrier, preventing other weapons from being equipped and preventing the torch from being passed to others. As such, it is recommended to be held by [[Spells#Spellcasters|spellcasters]], or any class not dependent on their mainhand melee weapon. The torch is one-handed; offhand weapons and shields are unaffected.  


==== Chamber of Courage ====
Elementals will spawn on the following turns:
This trial takes place in the right most room. Enter the room, and speak with the Balduran statue using the character you want to put on the spot.
* '''Turn 1:''' 2x {{CharLink|Air Elemental}} and 2x {{CharLink|Water Elemental}}
* '''Turn 2:''' 1x {{CharLink|Air Myrmidon}} and 1x {{CharLink|Water Myrmidon}}
* '''Turn 3:''' 1x {{CharLink|Air Myrmidon}} and 1x {{CharLink|Water Myrmidon}}
* '''Turn 4:''' None


In this trial you will be holding a torch in your hand and withstand the elements to prove your courage.
The torch carrier is marked with a Sacred Flame condition, which prevents them from turning [[Invisible_(Condition)|invisible]] and makes them more likely to be targeted by the elementals in this trial. Applying {{SAI|Sanctuary}} on the torch carrier trivializes the entire encounter, as this prevents enemies from targeting the torch carrier. The elementals may then be killed by others directly, or shoved over the edge of the arena they spawn near to kill them instantly (air elementals are immune to {{SAI|Shove}} but can be knocked back by other means such as {{SAI|Mobile Flourish (Ranged)}}).


This is a fighting trial that lasts for 4 turns, where the one holding the torch must survive, your other 3 party members must be prepared to defend the torch carrier as it is bounded to them and cannot switch to other weapons, causing them to be weakened, this is recommended on wizards or a class that does not utilize melee weapon combat.  
The Attuned Crystals can be shattered during the battle to give any nearby character resistance to elemental damage.


The torch carrier is marked with a Sacred Flame condition that makes them to be likely more targeted by the water and air elements in this trial, applying [[Sanctuary]] on the carrier would overall trivializes the entire encounter as they cannot directly encounter the torch carrier anymore. If you kill the elementals, more will spawn.
The four lightning orbs around the circumference of the encounter area light up as the turns of the combat proceed. These lightning orbs do not attack and have no impact on combat; they are merely indicators of how many turns have elapsed.


The four lightning orbs around the circumference of the encounter area are indicators of passing each round; they do not attack.
== The Dragon’s Sanctum ==
After successfully completing all four trials the door in the main hall is unlocked, granting access to [[The Dragon's Sanctum]], where [[Ansur]] is said to lie in wait.


==Waypoints==
== Related locations ==  
This location does not contain any {{SmIconLink|Waypoint Map Icon.png|Waypoints}}.
*{{Loc|The Dragon's Sanctum}}
*{{Loc|Wyrm's Rock Prison}}


==Related Locations==
== Related quests ==  
*[[Wyrm's Rock Prison]]
* {{Quest|The Blade of Frontiers}}


==Related Quests==
== Related literature ==
*[[The Blade of Frontiers]]
* {{MdRarityItem|Journal of Past Adventurers N°1}}
* {{MdRarityItem|Journal of Past Adventurers N°2}}
* {{MdRarityItem|Journal of Past Adventurers N°3}}
* {{MdRarityItem|Journal of Past Adventurers N°4}}
* {{MdRarityItem|Journal of Past Adventurers N°5}}


==Notable Loot==
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* {{MdRarityItem|Balduran's Giantslayer}}
*{{MdRarityItem|Balduran's Giantslayer}} - Dropped by [[Ansur]]
* {{MdRarityItem|Helm of Balduran}}
*{{MdRarityItem|Dear Ansur}} - Dropped by Ansur
* {{MdRarityItem|Dear Ansur}}
*{{MdRarityItem|Helm of Balduran}} - On a pedestal behind Ansur


==Notable NPCs==
==Notable NPCs==
*[[Ansur]]
* {{MdCharLink|Ansur}}
 
==Creatures==
* {{MdCharLink|Air Elemental}} (x2)
* {{MdCharLink|Air Myrmidon}} (x2)
* {{MdCharLink|Water Elemental}} (x2)
* {{MdCharLink|Water Myrmidon}} (x4)
* {{MdCharLink|Fallen Champion}} (x4)
* {{MdCharLink|Fallen Wizard}} (x7)
* {{MdCharLink|Fallen Ranger}} (x15)
* {{MdCharLink|Fallen Fighter}} (x16)
 
== Notes ==
 
{{notebegin}}
{{reflist}}
{{noteend}}


==Other Information==
{{Wyrm's Rock Fortress}}
[[Category: Locations]]
[[Category: Act Three Locations]]

Latest revision as of 00:16, 27 January 2025

Wyrm's Rock Fortress
The Dragon's Sanctum
The Wyrmway
The Wyrmway is a Location within Wyrm's Rock Fortress in Act Three of Baldur's Gate 3. There are four trials that the party must complete to open the Dragon's Sanctum where Ansur Ansur, a Bronze Dragon, resides.

Entering Wyrmway[edit | edit source]

The entrance is hidden in a passage in the Wyrm's Rock Prison's western block, where two dragon head torches can be found. The party can gain access to the secret passage by first hitting both dragon head torches with any source ofDamage TypesLightning damage such as Shocking Grasp Shocking Grasp or Lightning Arrows Lightning Arrows and then use them. Alternatively, the Mousehole to Wyrm Rock's Cells, located on the western shore of Wyrm's Rock Fortress, can be used. The secret passage can also be opened by sending a Mage Hand Mage Hand through the mousehole and placing it behind the wall between the two dragon torches on the Wyrmway side. Then simply using the dragon torches with a character on the Wyrm Rock Prison side opens the wall passage. It works if the dragon head torches shine blue. Moving the mage hand away closes the passage.

Chambers of Wyrmway[edit | edit source]

Part of the trial is proving that the party members are worthy to speak with Ansur. To prove this, the party must pass four trials of Courage, Insight, Strategy and Justice. Failing any of the trials results in the party facing hostilities [1].

Failing a Trial[edit | edit source]

If failing any trial, the party members are attacked by five groups of undead, one wave in each chamber and another in the central area. Once all the undead have been dispatched, the party can proceed in spite of its failure, and without needing to complete any remaining trials. Failing a challenge is the only way to obtain Journal of Past Adventurers N°5 and find out what happened to the party's predecessors. The hostiles to be fought consist of:

Chamber of Justice[edit | edit source]

Statue of Balduran
This trial takes place in the far left area, with no door.

In this trial it is necessary to remove a dishonorable judge and correctly match the punishment to its respective crime. The crime is shown in paintings starting from "The Apple" and ending with "The Judgement". These paintings depict a man who steals an apple to feed urchin children, goes beyond to steal an artifact, is then chased around Baldur's Gate and is finally judged with a punishment.

The Judge The Judge is in the middle of the shrouded area, is dishonorable, and must be removed with magic as it is invulnerable to all damage sources and cannot be pushed (physically or magically).

Known ways to remove the judge:

If the judge is removed, the shadows are lifted, each of the three shadowed paintings can be picked up or inspected. The three paintings are named The Cell, Freedom, and The Hanging; the paintings represent the final judgement for the crime. One of them must be placed upon the Empty Niche found at the center of the room.

To solve the trial, the sentence needs to be proportional to the crime. When interacting with the statue, if Wyll Wyll is in the party, he offers hints regarding correct answers to the trial; "The right path (to justice) often lies between the extremes." Placing The Cell painting on the Empty Niche solves the trial. Inserting Freedom or The Hanging into the niche fails the trial and summons a horde of skeletons.

Alternatively the painting can be inserted without dispelling the judge by dragging the far eastern painting into the empty niche.[Needs Verification]

Chamber of Insight[edit | edit source]

Starting this trial requires the party to walk over a nearly invisible path between the two left-hand statues of Balduran.

In this trial it is necessary to discern which counselor does not properly advise for the city's prosperity and strike them down. The three possible choices are Stedd, Amaps, and Suelto.

To know whose solution is not correct the party must read the books that are flying around. Plucking them (there is a dialogue cursor) requires a Sleight of Hand Sleight of Hand check. It is also possible to throw the books to stop them from flying and be able to read them, or apply Frightened. Using Command: Grovel Command: Grovel makes the book instantly drop to the ground to be picked up or read. Activating Turn-Based Mode when near a book makes picking it up or throwing it easier. If a party member shouts for the book to stop moving, a different party member must be used to trigger the Sleight of Hand Sleight of Hand check. Attacking the books is not recommended, because they are destroyed then.

After reading the books, it is revealed that Suelto adopted a cruel ideology, ill-fitting the council, and must be eliminated. If Wyll Wyll is in the party, it is possible to speak with him after reading the final book; he advises Suelto is the one to attack.

Attacking Suelto at the end of the chamber results in the party correctly passing this test. The target must be attacked only once , and without any on-death effects (such as the illithid power Cull the Weak Cull the Weak), or the trial is failed, even if attacking the correct target. If dual-wielding, automatic off-hand attacks must be deactivated. Suelto may also be attacked with a ranged weapon from the entrance platform without dealing with the books or the winding pathway.

Failing the trial summons a number of undead and a Death Shepherd to buff them.

Chamber of Strategy[edit | edit source]

This trial takes place in the upper right-hand room.

In this trial it is necessary to finish a game of Lanceboard (a.k.a. Chess in Faerûn) by letting the Dark King fall in two moves only. If Gale Gale is in the party, he mentions he played Lanceboard and would like to offer his help. If accepted, he advises what is required to finish the trial. Speaking with the Statue of Balduran activates this dialogue.

Solutions[edit | edit source]

IMPORTANT: Solutions for this trial are randomized, these solutions must be taken with caution.

  1. (Suggested by Gale) - First threatening the Black King by moving the Rook one square to the right. Then the following two options occur: Option #1 - Black Bishop eliminates the White Rook, leaving the White Queen to move 3 squares to the right causing a checkmate. Option #2 - Black King moves top right square, then moving the White Knight one square up and two squares left causes a checkmate.
  2. (Suggested by Gale) - Moving the White Queen diagonally to the upper right corner of the board to place the Black King in check and limiting its movement option to the black square on its forward left diagonal. After the Black King makes this move, moving the White Queen four squares to the left, directly in front of the White Rook and diagonal to the Black King, causes a checkmate.
  3. (Alternative "Brawn" Solution) - The Black King is vulnerable to lightning damage. Killing it this way also results in passing the challenge.

There are three attempts to finish this trial correctly, the remainder indicated by the number of red heart icons left at the top of the board; each failed attempt results in one heart shattering. Additionally, whenever interacting with one of the Lanceboard pieces, there is a pointed notification to show where the pieces can move, according to the standard rules of chess. If Gale is in the party and his help is accepted, the appropriate pieces and squares are marked with a white light upon interacting with a piece.

Chamber of Courage[edit | edit source]

This trial takes place in the right most room. Entering the room and speaking with the Balduran statue makes the talking party member the torch carrier for the trial. In this trial, that party member will be holding a torch in their hand and must withstand the elements to pass the test.

This is a fighting trial that lasts 4 turns. The party member holding the torch must survive, and the rest of the party must be prepared to defend the torch carrier. Be aware the torch is bound to the torch carrier, preventing other weapons from being equipped and preventing the torch from being passed to others. As such, it is recommended to be held by spellcasters, or any class not dependent on their mainhand melee weapon. The torch is one-handed; offhand weapons and shields are unaffected.

Elementals will spawn on the following turns:

The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial. Applying Sanctuary Sanctuary on the torch carrier trivializes the entire encounter, as this prevents enemies from targeting the torch carrier. The elementals may then be killed by others directly, or shoved over the edge of the arena they spawn near to kill them instantly (air elementals are immune to Shove Shove but can be knocked back by other means such as Mobile Flourish (Ranged) Mobile Flourish (Ranged)).

The Attuned Crystals can be shattered during the battle to give any nearby character resistance to elemental damage.

The four lightning orbs around the circumference of the encounter area light up as the turns of the combat proceed. These lightning orbs do not attack and have no impact on combat; they are merely indicators of how many turns have elapsed.

The Dragon’s Sanctum[edit | edit source]

After successfully completing all four trials the door in the main hall is unlocked, granting access to The Dragon's Sanctum, where Ansur is said to lie in wait.

Related locations[edit | edit source]

Related quests[edit | edit source]

Related literature[edit | edit source]

Notable loot[edit | edit source]

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Notable NPCs[edit | edit source]

Creatures[edit | edit source]

Notes[edit | edit source]

  1. The party will always be awarded XP and allowed to proceed to The Dragon's Sanctum at the end of the trials whether they successfully complete all the trials or fail and fight the hostiles.