Andorn
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Andorn guards the Chapel Entrance while his friends raid the Overgrown Ruins in Act One.
“Be ready for anything. I told you this wouldn't be easy...„
Involvement edit
Act One edit
The party can speak with Andorn through the door from outside the Chapel Entrance at X: 284 Y: 372. If he feels threatened while speaking through the door, he tries to bluff, claiming he has much stronger allies inside. If he is told Gimblebock's group has fled, he is unsurprised, even describing them as "a bit soft".
The party can convince Andorn to open the door by impersonating Gimblebock or claiming that he is injured:
- Yes, it's me. Lemme in! (DC 5)
- Yes, it's me. Let me in! (DC 10) (if not Bard or Gnome)
- Gimblebock triggered some trap. He needs help - now! (DC 10)
If Andorn opens the door for the party, entering the room causes him to become hostile and Surprised. If the party fail to convince Andorn to open the door and enter via lockpicking (requires a DC 7 Sleight of Hand check), he leaves a blast mine trap at the entrance and informs the other looters of the party's presence. All bandits in the Refectory are then prepared for combat.
Alternatively, if Andorn is approached from within the Refectory ruins, he assumes the party members are after the same loot as his crew, is instantly hostile, and calls his allies for help.
Combat edit
Attacks and abilities edit
Difficulty changes edit
- Andorn cannot make attacks of opportunity in Explorer difficulty.
- On Balanced difficulty and below, Andorn's attacks cannot critically hit.
Loot edit
Related quests edit
External links edit
- Andorn on the Forgotten Realms Wiki