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Get Help from Healer Nettie
Get Help from Healer Nettie is a sub-quest of Act One's main quest, . It can be started by inquiring about a healer with Nymessa and Damays or various individuals at the Druid Grove.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
Nettie can be found within the Emerald Grove, in the room beyond the lounge where Kagha and Rath are situated. She will not help until admiting to her the infection by a Mindflayer Tadpole. She invites the party to join her in the library room deeper within the sanctum to talk.
Once inside the room, she locks the door behind the party and Fast Travel is not possible. Approaching Nettie initiates a conversation.
If truthful with Nettie[edit | edit source]
Informing her of the various symptoms the party have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the party before they can transform.
Nettie offers to let the party go free if they swear to consume a Wyvern Poison to kill themselves at the first signs of turning. If agreeing and swearing to Nettie's demands, she informs the party of the current situation in the Grove and urges them to . If refusing to swear to this, she attacks in hopes of stopping the party before they transform and harm others.
If Nettie is killed[edit | edit source]
The party will still be trapped within the library. To escape, they must loot Nettie's Circlet, the Key of the Ancients which opens the stone slab doors. The party can use this to return to the Druid Grove, or head towards the Underground Passage.
If not truthful with Nettie[edit | edit source]
Refusing to provide any details of their symptoms, she asks to touch the player character's hand without explanation.
If they offer their hand to Nettie, the Druid slices it with the poisoned plant Kelemvor's Kiss, inflicting the player character with a special Poisoned condition called At Death's Door, which inflicts a -2 penalty to all Ability Scores, and continues to worsen after Resting.
If they refuse to offer their hand, Nettie tries to slice it regardless. The player character must pass an ability check to avoid this:
- [DEXTERITY] Dodge when she lunges for you. (DC 10)
- [INTIMIDATION] Don't be a fool. I'd kill you before you could blink. (DC 15)
- [BARBARIAN] [INTIMIDATION] Try me. (DC 15 )
If the party member avoids getting Poisoned[edit | edit source]
The party can make another check to get Nettie to stand down:
- [PERSUASION] The drow didn't transform - I won't either. (DC 10)
- [MEDICINE] I'm not showing symptoms - that means I have time. (DC 10)
- [HISTORY] Try to recall the tenets of her order - she can't support this! (DC 10)
- [DRUID] [HISTORY] Try to recall the tenets of her order - no druid could support this! (DC 10 )
- [INTIMIDATION] You can't hit me, llet alone kill me. Don't make me put you down. (DC 10)
- [MONK] [FIGHTER] [INTIMIDATION] I'm trained in combat, you're a druid with a stick. Don't make me kill you. (DC 10 )
- [BERSERKER] [INTIMIDATION] You won't have to worry about anyone else after I CRUSH YOUR SKULL. (DC 10 )
- [BARBARIAN] [INTIMIDATION] I don't need to transform to kill everyone. Stand down. (DC 10 )
If this is successful, the conversation loops back to her request to the party to swear to drink the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.
Poisoned and Trapped[edit | edit source]
If Poisoned[edit | edit source]
The player character has an opportunity to grab the branch and conduct a DC10 Nature Check to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The party is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player character poisoned, they'll no longer be a danger.
There are the following options to obtain the antidote, which is on Nettie, at this point:
- Convincing Nettie to give it by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
- Attacking Nettie and looting her body for the Elixir of Silvanus.
- Pick-pocketing the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows the party to fight against her without the At Death's Door debuff.
If Nettie is convinced to peacefully provide the antidote[edit | edit source]
She now offers to let the party go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.
Brewing an Antidote[edit | edit source]
It is possible to learn to brew an antidote. In the room where the party originally found Nettie healing the bird, there is a book named On Antidotes on a desk by the cauldron. Reading the book teaches how to craft an Antidote. Combining Salts of Mugwort with any suspension will allow to brew an antidote. Antidotes found elsewhere will also work for curing the poison.
Three Mugworts can be found in the Druid's Quarters to extract the salts and the room Nettie locks the party in has three Bullywug Trumpets that allow extracting a suspension, providing all the ingredients needed to brew an antidote. Picking up the Bullywug Trumpet nearest to Nettie will trigger a dialogue line where she tells the party to stop searching for an antidote as they won't find one.
It's possible to brew the antidote ahead of speaking with Nettie or simply bring one found elsewhere in the world. Should the player character get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the party a chance to leave if they swear to kill themselves should they start to transform.
Quest Rewards[edit | edit source]
Notes[edit | edit source]
- Prior to Patch #1 the party was able to read the book Flora of the Dalelands in the Druid's Quarters to learn that the poison Nettie has used on them is known as 'Kelemvor's Kiss'. The book also taught the party how to brew an Elixir of Silvanus using the Cauldron of Boiling Theriac to cure the poison. This would also have granted the inspiration "The Apprentice Turns Master" for the Guild Artisan background.