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Andorn
Andorn guards the Chapel Entrance while his friends raid the Overgrown Ruins in Act One.
Involvement[edit section | visual editor]
Act One[edit section | visual editor]
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 section | visual editor]
Attacks and abilities[edit section | visual editor]
Difficulty changes[edit section | visual editor]
- Andorn cannot make attacks of opportunity in Explorer difficulty.
- On Balanced difficulty and below, Andorn's attacks cannot critically hit.
Loot[edit section | visual editor]
Related quests[edit section | visual editor]
External links[edit section | visual editor]
- on the Forgotten Realms Wiki























