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Rescue the Tieflings: Difference between revisions

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=== Finding the Tieflings ===
=== Finding the Tieflings ===
[[File:Moonrise Towers Prison Map Quest.jpg|thumb|Map of Moonrise Towers Prison.]]
[[File:Moonrise Towers Prison Map Quest.jpg|thumb|Map of Moonrise Towers Prison.]]
To find the tieflings' location, the party must go downstairs into the Moonrise Towers Prison (X:-173, Y:-194). The entrance to the prison is east to the audience chamber, or it can be accessed outside by the docks. From the stairs entrance to the prison, go west and there is a hallway with prison cells. Move northwest and the tieflings are in the second cell to the right.
To find the tieflings' location, the party must go downstairs into the Moonrise Towers Prison at {{Coords|-173|194}}. The entrance to the prison is east to the audience chamber, or it can be accessed outside by the docks. From the stairs entrance to the prison, go west and there is a hallway with prison cells. Move northwest and the tieflings are in the second cell to the right.


If the party attempts to speak to the tieflings, they are initially confronted by a guard, who says that no one is allowed to talk to the prisoners, who are property of [[Balthazar]]. The party has three options to respond with:
If the party attempts to speak to the tieflings, they are initially confronted by a guard, who says that no one is allowed to talk to the prisoners, who are property of [[Balthazar]]. The party has three options to respond with:
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==== Leaving by Boat ====
==== Leaving by Boat ====
[[File:Wulbrens Hammer Location Quest.jpg|thumb|Wulbren's Hammer is above the Warden's office.]]
[[File:Wulbrens Hammer Location Quest.jpg|thumb|Wulbren's Hammer is above the Warden's office.]]
The party can choose to follow Wulbren's plan to escape, which involves giving him an object that can smash rocks. This can be any item that causes bludgeoning damage, such as a generic [[Mace]]. [[Wulbren's Hammer]] (X:574, Y:-646) can be found by climbing up the iron ladder in [[The Warden|The Warden's]] office. This area is guarded by a scrying eye and is considered trespassing, so the party has to either sneak or deceive/bribe their way out of being sent to jail. If the party gets Wulbren's hammer specifically, he's extremely gratefully and assumed he'd never see it again.
The party can choose to follow Wulbren's plan to escape, which involves giving him an object that can smash rocks. This can be any item that causes bludgeoning damage, such as a generic [[Mace]]. [[Wulbren's Hammer]] {{Coords|574|-646}} can be found by climbing up the iron ladder in [[The Warden|The Warden's]] office. This area is guarded by a scrying eye and is considered trespassing, so the party has to either sneak or deceive/bribe their way out of being sent to jail. If the party gets Wulbren's hammer specifically, he's extremely gratefully and assumed he'd never see it again.


Once a bludgeoning weapon has been acquired, go back to Wulbren and talk to him. This initiates a trade screen where the item can be "donated" to Wulbren. Agree to the trade and either tell Wulbren to start or tell him to wait until the party is ready. If a long rest or fast travel occurs at this point, the gnomes begin the escape without the party. If the party is simply standing around when Wulbren breaks the wall, the guards become hostile and combat starts.
Once a bludgeoning weapon has been acquired, go back to Wulbren and talk to him. This initiates a trade screen where the item can be "donated" to Wulbren. Agree to the trade and either tell Wulbren to start or tell him to wait until the party is ready. If a long rest or fast travel occurs at this point, the gnomes begin the escape without the party. If the party is simply standing around when Wulbren breaks the wall, the guards become hostile and combat starts.


[[File:Moonrise Prison Back Area Quest.jpg|thumb|The rocky ledge that leads to the back area of the cells.]]
[[File:Moonrise Prison Back Area Quest.jpg|thumb|The rocky ledge that leads to the back area of the cells.]]
One strategy to avoid combat is to climb up (or Misty Step/Fly/etc to) the rocky ledge to the west of the cells. Climbing the ledge leads to the back area of the cells, for both the gnomes (X:568, Y:-612) and the tieflings (X:600, Y:-617). Have two characters who can break the walls down with Force damage and one who can cast [[Darkness]]. Split the party up so that two characters are by the boat (X:575, Y:-576) and ready to attack the brittle chains, one is by the tiefling wall, and one is by the gnome wall. Attack both walls until they're nearly destroyed. Attack the gnome's wall and when Wulbren yells "RUN!" walk into the cell and cast Darkness. Then run to the boat to aid the characters breaking the chains while the character at the tiefling wall breaks it down and runs to the boat as well. When all the prisoners are at the boat, speak to Wulbren and accompany him to his next destination.
One strategy to avoid combat is to climb up (or Misty Step/Fly/etc to) the rocky ledge to the west of the cells. Climbing the ledge leads to the back area of the cells, for both the gnomes {{Coords|568|-612}} and the tieflings {{Coords|600|-617}}. Have two characters who can break the walls down with Force damage and one who can cast [[Darkness]]. Split the party up so that two characters are by the boat {{Coords|575|-576}} and ready to attack the brittle chains, one is by the tiefling wall, and one is by the gnome wall. Attack both walls until they're nearly destroyed. Attack the gnome's wall and when Wulbren yells "RUN!" walk into the cell and cast Darkness. Then run to the boat to aid the characters breaking the chains while the character at the tiefling wall breaks it down and runs to the boat as well. When all the prisoners are at the boat, speak to Wulbren and accompany him to his next destination.


The party can suggest going to [[Last Light Inn]] if they've already been there. If the party has not, then selecting "I don't - but I'll join you on the boat. We'll see where we end up." sends the prisoners to the Last Light and the party gets a scene similar to what they'd get from entering Last Light for the first time.
The party can suggest going to [[Last Light Inn]] if they've already been there. If the party has not, then selecting "I don't - but I'll join you on the boat. We'll see where we end up." sends the prisoners to the Last Light and the party gets a scene similar to what they'd get from entering Last Light for the first time.

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