The Wizard of Waterdeep: Difference between revisions

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(Both Companion and Origin versions of Gale's personal quest have the same title, so creating a separate entry for Origin to align with the other companions (who too have their personal quests on the wiki separately))
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[[File:Sorcerous Sundries Clasped Book Quest.jpg|thumb|The clasped book opens a portal.]]
[[File:Sorcerous Sundries Clasped Book Quest.jpg|thumb|The clasped book opens a portal.]]
Go up the stairs, where there is a metal door to the north {{Coords|12|-79}}. Passing a {{Ability Check|Sleight of Hand|15}} to avoid the enchanted armours, who are guarding the top floor. [[Greater Invisibility]] is immensely helpful in sneaking into the room undetected, and the door can be shut behind the party to avoid the armour noticing anything is amiss.  
Go up the stairs, where there is a metal door to the north {{Coords|12|-79}}. Passing a {{Ability Check|Sleight of Hand|15}} to avoid the enchanted armours, who are guarding the top floor. [[Greater Invisibility]] is helpful in sneaking into the room undetected, and the door can be shut behind the party to avoid the armour noticing anything is amiss. A convenient [[Potion of Invisibility]] can also be found on the ground floor (taking it is not a theft).  


Interact with the Clasped Book on the bookcase to open up a portal. This is the Sorcerous Sundries Basement. Once inside, open the door to enter a hallway with a locked door, which leads to the vaults. The inner door can be opened with a {{Ability Check|Sleight of Hand|15}}. Be warned that the vault is heavily trapped with pressure plates (all DC 10) which can cause many deadly explosive traps to trigger if the party isn’t careful.
Interact with the Clasped Book on the bookcase to open up a portal. This is the Sorcerous Sundries Basement. Once inside, open the door to enter a hallway with a locked door, which leads to the vaults. The inner door can be opened with a {{Ability Check|Sleight of Hand|15}}. Be warned that the vault is heavily trapped with pressure plates (all DC 10) which can cause many deadly explosive traps to trigger if the party isn’t careful.

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