Gauntlet of Shar: Difference between revisions

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Alternatively, heading north from the entrance room, the player enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist|Reconstituted Duellists]], apparently controlled by [[Balthazar]], will attempt to warn the player away before the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], attack the group. [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until they are destroyed. The skeletal undead fight alongside the player against the Sharran shades.
Alternatively, heading north from the entrance room, the player enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist|Reconstituted Duellists]], apparently controlled by [[Balthazar]], will attempt to warn the player away before the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], attack the group. [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until they are destroyed. The skeletal undead fight alongside the player against the Sharran shades.


If the party moves west, they will encounter more Reconstituted Duelists. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, until finally a [[Justiciar Crusader]] appears. Defeat it and its minions and the path opens, revealing [[Balthazar]] at {{Coords|-852|-786}} along with [[Flesh]], a flesh golem, and three [[Ghoul Medic]]s. Balthazar assumes you are a [[True Soul]] 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 west, they will encounter more skeltons. 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]] if not destroyed. Following the battle, the door to [[Balthazar|Balthazar's]] outpost at {{Coords|-852|-786}} opens up, revealing the necromancer along with [[Flesh]] and three [[Ghoul Medic]]s. Balthazar assumes you are a [[True Soul]] 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, 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]].
 
=== Vault ===
Just north of the the antechamber to Balthazar's outpost is a locked Vault door guarding Sharran treasures {{Coords|-822|-759}}. The lock is protected by an exceptional {{Ability check|Sleight of Hand|30}}, or can be unlocked with (KEY????????)


=== Trials of Shar ===
=== Trials of Shar ===
In order to reach the [[Nightsong]], the player must find four {{RarityItem|Umbral Gem}}s to access the heart of the Gauntlet.
In order to reach the [[Nightsong]], the player must find four {{RarityItem|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 [[Shadowheart]] 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)]].
Each trial must be started by interacting with the sacrificial bowl at the trial's entrance. If [[Shadowheart]] 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)]].
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==== Soft-Step Trial ====
==== Soft-Step Trial ====
[[File:Soft Step Key Quest.jpg|thumb|The key to the Soft-Step Trial.]]
[[File:Soft Step Key Quest.jpg|thumb|The key to the Soft-Step Trial.]]
The first trial room is on the left as you enter the Trial Hall, with a plaque that says "''Her Most Vaunted Treasure''" in front of the door.
The first trial room is on the left as you enter 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 player can either use normal [[Stealth]] mechanics or some form of [[Invisibility]]. There is a [[Scroll of Invisibility]] on a skeleton on a bench nearby.
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. There is a [[Scroll of Invisibility]] on a skeleton on a bench nearby.


A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the [[Soft-Step Key]] in a hidden room of the maze.{{Verify}} There is a button on the wall to the right that, when pushed, will rearrange the maze and allow access to the key. The gate can also lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or use teleportation such as [[Misty Step]] to bypass the gate entirely.
A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the [[Soft-Step Key]] in a hidden room of the maze ({{Coords|-803|-760}}). The player can flip a lever at {{Coords|-803|-753}}to unlock this room. The final gate can also lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting movement spell like {{SAI|Misty Step}}.


Once the party has the Gem, a transporter will appear that can be interacted with to teleport any characters to the beginning of the room.
Once the party has the Gem, a transporter will appear that can be interacted with to teleport any characters to the beginning of the room.