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Gauntlet of Shar: Difference between revisions

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Alternatively, heading north from the entrance room, the player enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist|Reconstituted Duellists]], apparently controlled by [[Balthazar]], will attempt to warn the player away before the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], attack the group. [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until they are destroyed. The skeletal undead fight alongside the player against the Sharran shades.
Alternatively, heading north from the entrance room, the player enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist|Reconstituted Duellists]], apparently controlled by [[Balthazar]], will attempt to warn the player away before the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], attack the group. [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until they are destroyed. The skeletal undead fight alongside the player against the Sharran shades.


If the party moves west, they will encounter more skeltons. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, including a tremor in the center of the room that summons a [[Justiciar Crusader]] if not destroyed. Following the battle, the door to [[Balthazar|Balthazar's]] outpost at {{Coords|-852|-786}} opens up, revealing the necromancer along with [[Flesh]] and three [[Ghoul Medic]]s. Balthazar assumes you are a [[True Soul]] and tells the party to go and complete the trials for him, as the Justiciars have been making it impossible for them to move forward. The party can either agree to help him or attack him outright. Balthazar can be convinced to offer help in the form of a bell that summons his brother, [[Flesh]].
If the party moves west, they will encounter more skeletons. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, including a tremor in the center of the room that summons a [[Justiciar Crusader]] if not destroyed. Following the battle, the door to [[Balthazar|Balthazar's]] outpost at {{Coords|-852|-786}} opens up, revealing the necromancer along with [[Flesh]] and three [[Ghoul Medic]]s. Balthazar assumes you are a [[True Soul]] and tells the party to go and complete the trials for him, as the Justiciars have been making it impossible for them to move forward. The party can either agree to help him or attack him outright. Balthazar can be convinced to offer help in the form of a bell that summons his brother, [[Flesh]].


If the party moves east from the lift chamber, they head towards [[Gauntlet of Shar#Yurgir's Tribulation|Yurgir's Tribulation]].
If the party moves east from the lift chamber, they head towards [[Gauntlet of Shar#Yurgir's Tribulation|Yurgir's Tribulation]].
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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 [[Soft-Step 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 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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Along the corridor to the north from the Soft-Step Trial is a door with a plaque that says "''Her Most Hallowed Mercy''". This is the entrance to the Self-same Trial {{coords|-767|-727}}.
Along the corridor to the north from the Soft-Step Trial is a door with a plaque that says "''Her Most Hallowed Mercy''". This is the entrance to the Self-same Trial {{coords|-767|-727}}.


To complete this trial, the party must defeat shadowy copies of themselves. These copies have the same abilities and gear as the real thing, and cannot be restrained or shoved. If a character attacks a copy of a different party member while their own copy is still alive, they will receive a stack of [[Cheater's Folly]], reducing all [[Ability Score]]s by 1 until [[Remove Curse]] is used or the party takes a long rest. The debuff stacks up to four times. Once a party member's copy is dead, they can freely attack the other copies with no debuff incurred.
To complete this trial, the party must defeat shadowy copies of themselves. These copies have the same abilities and gear as the real thing, and cannot be restrained or shoved. If a character attacks a copy of a different party member while their own copy is still alive, they will receive a stack of {{Cond|Cheater's Folly}}, reducing all [[Ability Score]]s by 1 until [[Remove Curse]] is used or the party takes a long rest. The debuff stacks up to four times. Once a party member's copy is dead, they can freely attack the other copies with no debuff incurred.
 
Only party members that are within the trial room will be copied into reflections and entered into the trial. Placing additional party members outside the room and trying to sneak them through by opening the door later will forfeit the trial; however, this can be bypassed if ''there is no door''. Destroying the {{Cond|Sturdy}} door and sneaking in additional party members after the fact can allow the trial to be trivialized by a single character.


Once all the shadow copies are defeated, one of them will drop an Umbral Gem to be looted, and the transporter on the upper level of the room will activate to give a shortcut back to the entrance. The [[Killer's Sweetheart]] can be found on the top level.
Once all the shadow copies are defeated, one of them will drop an Umbral Gem to be looted, and the transporter on the upper level of the room will activate to give a shortcut back to the entrance. The [[Killer's Sweetheart]] can be found on the top level.

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