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→Walkthrough: Several minuscule cleanups to walkthrough, mostly spacing.
(Corrected spelling of Lyrthindor) |
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=== Mushroom cave === | === Mushroom cave === | ||
West of the entrance, the temple walls degrade | West of the entrance, the temple walls degrade and open into a large natural cave overgrown with giant mushrooms, similar in appearance to the [[Underdark]]. A [[Cloaker]] lies in wait to ambush players at {{Coords|-819|-867}}. Cutting through this cave leads to a kitchen and feasting hall. In an adjoining room at {{Coords|-809|-816}}, five [[Rat|Rats]] encircle an '''Altar to Shar'''; each character in the player's party can pass a {{Ability check|Religion|14}} to pray at this altar and obtain {{Cond|Nightsinger's Favour}} until next long rest. | ||
Pulling the lever at {{Coords|-825|-810}}opens the way to the vast antechamber abutting [[Balthazar|Balthazar's]] room. | Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting [[Balthazar|Balthazar's]] room. | ||
=== Meeting with Balthazar === | === Meeting with Balthazar === | ||
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In order to reach the [[Nightsong]], the player must find four {{RarityItem|Umbral Gem|alias=Umbral Gems}} 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)]]. | ||
[[File:Gauntlet of Shar Trial Halls.jpg|thumb|The Trial Hall.]] | [[File:Gauntlet of Shar Trial Halls.jpg|thumb|The Trial Hall.]] | ||
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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, or to use [[Invisibility]] (a [[Scroll of Invisibility]] can be found on a skeleton at {{Coords|-775|-767}}). | 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, or to use [[Invisibility]] (a [[Scroll of Invisibility]] can be found on a skeleton at {{Coords|-775|-767}}). | ||
A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{RarityItem|Soft-Step Trial 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}} (a {{RarityItem|Scroll of Misty Step}} can be found on a skeleton at {{Coords|-807|-762}}). | A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{RarityItem|Soft-Step Trial 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 be lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting movement spell like {{SAI|Misty Step}} (a {{RarityItem|Scroll of Misty Step}} can be found on a skeleton at {{Coords|-807|-762}}). | ||
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. | ||
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Choosing to side with Yurgir will have the player hunting down the last of the living Dark Justiciars in the Shadow-Cursed Lands, [[Lyrthindor]]. Following cragged rocks opposite from the Silent Library (starting at {{Coords|-736|-753}}) all the way downward into a small grotto, the party will come across a ritual circle at {{Coords|-708|-722}}.<ref>Attacking a rat elsewhere in the Gauntlet will cause the surviving rats to eventually swarm all the way downward into the grotto. Following these rats is a simple way to locate the area.</ref> Lighting the candles will summon a rat, who offers to reveal a hidden treasure cache ({{Coords|-685|-710}}, unobtainable without accepting the rat's bargain) in exchange for his life; attacking begins a battle with a swarm of rats who eventually coalesce into Lyrthindor. | Choosing to side with Yurgir will have the player hunting down the last of the living Dark Justiciars in the Shadow-Cursed Lands, [[Lyrthindor]]. Following cragged rocks opposite from the Silent Library (starting at {{Coords|-736|-753}}) all the way downward into a small grotto, the party will come across a ritual circle at {{Coords|-708|-722}}.<ref>Attacking a rat elsewhere in the Gauntlet will cause the surviving rats to eventually swarm all the way downward into the grotto. Following these rats is a simple way to locate the area.</ref> Lighting the candles will summon a rat, who offers to reveal a hidden treasure cache ({{Coords|-685|-710}}, unobtainable without accepting the rat's bargain) in exchange for his life; attacking begins a battle with a swarm of rats who eventually coalesce into Lyrthindor. | ||
Crossing the chasm to the other side and completing some jumps into an alcove, the party can reach a Stone Door ({{Coords|-663|-721}}). Beyond the door is an abandoned ritual room containing a broken [[Mirror of Loss]] and a{{RarityItem|Silver Key}}, which unlocks a nearby chest. Leaving the room and returning to the chasm, the party can climb upwards along the rocky outcroppings to reach the area where Yurgir stands once again to claim their reward. | Crossing the chasm to the other side and completing some jumps into an alcove, the party can reach a Stone Door ({{Coords|-663|-721}}). Beyond the door is an abandoned ritual room containing a broken [[Mirror of Loss]] and a {{RarityItem|Silver Key}}, which unlocks a nearby chest. Leaving the room and returning to the chasm, the party can climb upwards along the rocky outcroppings to reach the area where Yurgir stands once again to claim their reward. | ||
=== The Silent Library === | === The Silent Library === | ||
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One of the trapped ({{Ability check|Perception|15}} to reveal, {{SkillCheck|Sleight of Hand|14}} to disarm) bookshelves in the north east of the library contains a book called {{SmItemIcon|Teachings of Loss: The Nightsinger}} {{Coords|-772|-741}}. The trap itself triggers a lowly {{SAI|Acid Splash}} and can easily be tanked if the party's ability checks aren't up to snuff. | One of the trapped ({{Ability check|Perception|15}} to reveal, {{SkillCheck|Sleight of Hand|14}} to disarm) bookshelves in the north east of the library contains a book called {{SmItemIcon|Teachings of Loss: The Nightsinger}} {{Coords|-772|-741}}. The trap itself triggers a lowly {{SAI|Acid Splash}} and can easily be tanked if the party's ability checks aren't up to snuff. | ||
A button at{{Coords|-784|-747}} unlocks the Iron Portcullis to the next chamber. Alternatively, the gate can be lockpicked ({{SkillCheck|Sleight of Hand|21}}), or the lever that opens it from the other side can be hit with a ranged attack from certain angles. The chamber contains a pedestal named '''The Riddle of the Night'''{{anchor|riddle-of-the-night}}, which accepts [[Teachings of Loss: The Nightsinger]] and produces the {{RarityItem|Spear of Night}}, {{RarityItem|Dark Justiciar Half-Plate (Rare)|alias=Dark Justiciar Half-Plate}}, and a {{RarityItem|Dark Justiciar Helmet}}. | A button at {{Coords|-784|-747}} unlocks the Iron Portcullis to the next chamber. Alternatively, the gate can be lockpicked ({{SkillCheck|Sleight of Hand|21}}), or the lever that opens it from the other side can be hit with a ranged attack from certain angles. The chamber contains a pedestal named '''The Riddle of the Night'''{{anchor|riddle-of-the-night}}, which accepts [[Teachings of Loss: The Nightsinger]] and produces the {{RarityItem|Spear of Night}}, {{RarityItem|Dark Justiciar Half-Plate (Rare)|alias=Dark Justiciar Half-Plate}}, and a {{RarityItem|Dark Justiciar Helmet}}. | ||
=== Find the Nightsong === | === Find the Nightsong === |