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Get Past the Rubble: Difference between revisions
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== Walkthrough == | == Walkthrough == | ||
After entering Grymforge, climb the stairs and move north to encounter Herdmaster Skarjall {{Coords|-658|443}}. Skarjall orders the party to whip the [[Deep Rothé]] that are clearing out some rubble. If asked why, Skarjall can be persuaded (DC 15) to tell the party there is adamantine nearby and shows them a piece of {{SmRarityItem|Adamantine Slag}} as evidence. He says he'll pay the party in gold if they help clear the rubble, but that the [[The Adamantine Forge (Location)|Adamantine Forge]] is clan property. | After entering Grymforge, climb the stairs and move north to encounter {{CharLink|Skarjall|Herdmaster Skarjall}} {{Coords|-658|443}}. Skarjall orders the party to whip the [[Deep Rothé]] that are clearing out some rubble. If asked why, Skarjall can be persuaded (DC 15) to tell the party there is adamantine nearby and shows them a piece of {{SmRarityItem|Adamantine Slag}} as evidence. He says he'll pay the party in gold if they help clear the rubble, but that the [[The Adamantine Forge (Location)|Adamantine Forge]] is clan property. | ||
How the party handles the deep rothé can impact how the rubble is cleared: | How the party handles the deep rothé can impact how the rubble is cleared: |
Latest revision as of 20:48, 23 July 2024
Get Past the Rubble is a sub-quest of The Adamantine Forge in Act One of Baldur's Gate 3. It can be started by speaking with Herdmaster Skarjall at Grymforge or using to speak to the deep rothé.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
After entering Grymforge, climb the stairs and move north to encounter Herdmaster Skarjall X: -658 Y: 443. Skarjall orders the party to whip the Deep Rothé that are clearing out some rubble. If asked why, Skarjall can be persuaded (DC 15) to tell the party there is adamantine nearby and shows them a piece of Adamantine Slag as evidence. He says he'll pay the party in gold if they help clear the rubble, but that the Adamantine Forge is clan property.
How the party handles the deep rothé can impact how the rubble is cleared:
- If the party baits Skarjall into whipping the beasts again, by telling him the rothé deserve the whip and asking why he can't crack his whip one more time, then both Skarjall and the rothé become hostile.
- If passing an
DC 15 Animal Handling check, the rothé can be convinced to either continue working or to turn on their duergar masters.
- If using to speak with the rothé, they can also be convinced to clear out the rubble or turn on the duergar.
- The party can whip the rothé themselves, which turns the rothé hostile.
If the rothé are convinced to keep working, Skarjall turns on the party, saying he wants all the spoils for himself. However, the rothé aid the party in defeating him. If the party simply told the rothé to turn on their masters, then they can be asked to clear out the rubble afterwards. The rubble can also be destroyed using bludgeoning or force damage (ie spells like Smokepowder Bombs.
In the battle, Skarjall is joined by Grundril and Morgya. The rest of the fortress remains neutral to the party during and after the battle.
The party earn 80 xp at the start of the fight if the rothé were convinced to turn on their masters. Then each duergar rewards 75 xp. Finally, asking the rothé to destroy the rubble will reward another 80 xp to the group.
Notes[edit | edit source]
- This quest is entirely optional - the Adamantine Forge can be accessed in other ways, such as using The Adamantine Forge quest for more details). or (see the
Companion Approval/Disapproval[edit | edit source]
- Convince the Deep Rothé to clear the path (Persuasion "Breathe. Focus...")
-1
- Convince the Deep Rothé to attack the duergar (Persuasion "Give in to your rage...")
+1
+1
+1
+1