Editing Investigate Kagha

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=== The first clue ===
=== The first clue ===
The vital clue required to progress this quest lies in the [[Half-Torn Note]] within Kagha's chest ({{Coords|-484|-7}}, in the [[Druid Grove#Emerald Grove|Emerald Grove]]. Interacting with the chest is considered a crime, meaning the party must engage with it while out of sight if they wish to avoid attitude lost. This is fairly easy to do, especially by hiding and entering turn-based mode, as the chest is tucked away in a dark corner behind a bookcase. The chest is locked and requires a {{Ability check|Sleight of Hand|10}} to open. If the party is unable to pass the [[Skill Check]], they can alternatively destroy the chest.
The vital clue required to progress this quest lies in the '''[[Half-Torn Note]]''' within Kagha's chest ({{Coords|-484|-7}}, in the [[Druid Grove#Emerald Grove|Emerald Grove]]. Interacting with the chest is considered a crime, meaning the player must engage with it while out of sight if they wish to avoid attitude lost. This is fairly easy to do, especially by hiding and entering turn-based mode, as the chest is tucked away in a dark corner behind a bookcase. The chest is locked and requires a {{Ability check|Sleight of Hand|10}} to open. If the player is unable to pass the [[Skill Check]], they can alternatively destroy the chest.


=== Following the clue ===
=== Following the clue ===
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Reading the note reveals that Kagha has been corresponding with someone named [[Olodan]], who asked her to meet alone at the "swamp". The swamp that the note is referring to is located in the [[Putrid Bog]] {{Coords|97|224}}, in the southern part of the Overworld map.  
Reading the note reveals that Kagha has been corresponding with someone named [[Olodan]], who asked her to meet alone at the "swamp". The swamp that the note is referring to is located in the [[Putrid Bog]] {{Coords|97|224}}, in the southern part of the Overworld map.  


The swamp is guarded by 2 [[Wood Woad|Wood Woads]] and 4 [[Ancient Mud Mephit|Ancient Mud Mephits]] who will be hostile on sight. The Wood Woads have the ability to regenerate 10 [[Hit Points]] per turn, but are vulnerable to fire damage which also breaks their regeneration. The Ancient Mud Mephits are fragile, but will endlessly summon [[Young Mud Mephit|Young Mud Mephits]] until they are dealt with. Furthermore mud and tangling weeds predominate on the battlefield, making mobility challenging. On higher difficulty levels, achieving [[Initiative#Surprised|Surprise]] with e.g. Invisibility can help buy enough time to whittle the enemies down before they can respond.
The swamp is guarded by 2 [[Wood Woad|Wood Woads]] and 4 [[Ancient Mud Mephit|Ancient Mud Mephits]] who will be hostile on sight. This can be a difficult fight depending on the level of the player and how well-equipped and prepared they are. The Wood Woads have the ability to regenerate 10 [[Hit Points]] per turn, but are vulnerable to fire damage which also breaks their regeneration. The Ancient Mud Mephits are fragile, but will endlessly summon [[Young Mud Mephit|Young Mud Mephits]] until they are dealt with. Furthermore mud and tangling weeds predominate on the battlefield, making mobility challenging. On higher difficulty levels, achieving [[Initiative#Surprised|Surprise]] with e.g. Invisibility can help buy enough time to whittle the enemies down before they can respond.


Once the enemies have been taken care of, a success on a {{Ability check|Perception|5}} at the large tree at the center of the island {{Coords|86|220}} will reveal an interactable wooden crevice on the south-west side of it that hides the [[Letter to Kagha]].  
Once the enemies have been taken care of, search the large tree at the center of the island {{Coords|86|220}}. Success on a {{Ability check|Perception|5}} will reveal an interactable '''Wooden Crevice''' on the south-west side of it that hides the [[Letter to Kagha]].  


Reading it reveals that Kagha has been scheming with the Shadow Druids to take over the Emerald Grove and install herself as the First Druid.
Reading it reveals that Kagha has been scheming with the Shadow Druids to take over the Emerald Grove and install herself as the First Druid.
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With Kagha's secret now revealed, all that is required to finish this quest is to confront her back at the Druid Grove. Confronting Kagha forces the Shadow Druids [[Olodan]], [[Wren]], and [[Pinta]]—who have been hiding in the Grove by wildshaping themselves into Rats—to reveal themselves.  
With Kagha's secret now revealed, all that is required to finish this quest is to confront her back at the Druid Grove. Confronting Kagha forces the Shadow Druids [[Olodan]], [[Wren]], and [[Pinta]]—who have been hiding in the Grove by wildshaping themselves into Rats—to reveal themselves.  
[[File:Plaques.jpg|alt=Picture showcasing two plaques hanging on pillars.|thumb|The Wild and Wellspring plaques in the Emerald Grove.]]
[[File:Plaques.jpg|alt=Picture showcasing two plaques hanging on pillars.|thumb|The Wild and Wellspring plaques in the Emerald Grove.]]
The party can try to convince Kagha to repent and break her alliance with the Shadow Druids ahead of the fight, turning her into an ally in the upcoming confrontation. To do so, they must first pass a {{Ability Check|Persuasion|15}} (10 if you are a Druid) to stop her from immediately jumping into action.   
If they wish to, the player can try to convince Kagha to repent and break her alliance with the Shadow Druids ahead of the fight, making her into an ally in the upcoming confrontation. To do so, they must first pass a {{Ability Check|Persuasion|15}} (10 if you are a Druid) to stop her from immediately jumping into action.   


After that the party must also succeed on another {{Ability Check|Persuasion, Religion|10}} to convince her to join their side. If the party has read the plaques inside the Emerald Grove and learned of the grove's history, they have an alternative option to succeed on a {{Ability Check|History|5}} (Automatic success if you are a Druid) to convince Kagha. Some races (i.e. Wood-Elves) or classes (i.e. Rangers) get an auto-success option.   
After that they must also succeed on another {{Ability Check|Persuasion, Religion|10}} to convince her to join their side. If the player has read the plaques inside the Emerald Grove and learned of the grove's history, they have an alternative option to succeed on a {{Ability Check|History|5}} (Automatic success if you are a Druid) to convince Kagha. Some backgrounds (i.e. Wood-Elves) gets an auto-success option.   


Alternatively, if the party uses the [[Detect Thoughts]] spell at the start (instead of the [[Persuasion]] check), they only need to pass a single {{Ability Check|Intelligence|13}} to convince Kagha.  
Alternatively, if the player uses the [[Detect Thoughts]] spell at the start (instead of the [[Persuasion]] check), they only need to pass a single {{Ability Check|Intelligence|13}} to convince Kagha.  


After that, a fight breaks out against the three Shadow Druids, with Kagha either joining them or the party depending on the dialogue choices. The other occupants of the Druid Grove, such as Rath and Silver also join the party against the Shadow Druids.   
After that, a fight breaks out against the three Shadow Druids, with Kagha either joining them or the party depending on the dialogue choices. The other occupants of the Druid Grove, such as Rath and Silver also join the party against the Shadow Druids.   
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