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Andorn

“Be ready for anything. I told you this wouldn't be easy...„
Involvement[edit | edit source]
Act One[edit | edit source]
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 to the party through the door, he tries to bluff, claiming that he has much stronger allies inside. If informing him that 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 he is injured:
- [BARD] [GNOME] [PERFORMANCE] Yes, it's me. Lemme in! (DC 5)
- [NON-BARD] [NON-GNOME] [PERFORMANCE] Yes, it's me. Let me in! (DC 10)
- [DECEPTION] 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 . If the party fail to convince Andorn to open the door and enter via lockpicking by passing 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 prepared for combat.
Alternatively, if approaching Andorn from within the Refectory ruins, he assumes the party members are after the same loot that his crew is, and becomes instantly hostile. He calls his allies for help.
Combat[edit | edit source]
Attacks and abilities[edit | edit source]
Difficulty changes[edit | edit source]
- Andorn cannot make attacks of opportunity in Explorer difficulty.
- On Balanced difficulty and below, Andorn's attacks cannot critically hit.
Loot[edit | edit source]
Related quests[edit | edit source]
External links[edit | edit source]
Andorn on the Forgotten Realms Wiki