Find the Blood of Lathander: Difference between revisions

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=== The Dawnmaster's Crest ===
=== The Dawnmaster's Crest ===
One way to acquire the Blood of Lathander is to acquire the [[Dawnmaster's Crest]]. To do this, the party can acquire three weapons: a mace, a warhammer, and a battleaxe. You can find ceremonial versions of all three items, but you can also simply use generic versions of the weapons (i.e. a [[Battleaxe]]). The type of weapon is the only thing that matters for them to be accepted for the puzzle. Alternatively, passing a passive {{Ability check|Perception|10}} reveals the hidden chamber containing the crest, and a {{Ability check|Sleight of Hand|30}} can unlock it, bypassing the puzzle entirely.
One way to acquire the Blood of Lathander is to acquire the [[Dawnmaster's Crest]]. To do this, the party can acquire three weapons: a mace, a warhammer, and a battleaxe. The party can find ceremonial versions of all three items, but also simply use generic versions of the weapons (i.e. a [[Battleaxe]]) can be used. The type of weapon is the only thing that matters for them to be accepted for the puzzle. Alternatively, passing a passive {{Ability check|Perception|10}} reveals the hidden chamber containing the crest, and a {{Ability check|Sleight of Hand|30}} can unlock it, bypassing the puzzle entirely.


==== Ceremonial Mace ====
==== Ceremonial Mace ====
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The [[Ceremonial Warhammer]] is on the topmost floor of the Monastery, in the centre of a Giant Eagle's nest. There are two sets of Knotted Roots that can be climbed - one to the north {{Coords|54|55}} and one to the west {{Coords|89|41}}.
The [[Ceremonial Warhammer]] is on the topmost floor of the Monastery, in the centre of a Giant Eagle's nest. There are two sets of Knotted Roots that can be climbed - one to the north {{Coords|54|55}} and one to the west {{Coords|89|41}}.


Once the party arrives on the roof, an eagle warns them off, requiring either a {{Ability check|Animal Handling|18}} or a [[Persuasion]] check (with [[Speak with Animals]] active). If the party succeeds, the [[Ancient Giant Eagle]] and [[Giant Eagle]] remain neutral, although they attack if the party moves too close to the nest. With the help of [[Fog Cloud]] or [[Darkness]] and [[Invisibility]], the party can sneak and grab the warhammer while the eagles are unaware. Alternatively, you can simply kill the giant eagles and pick up the warhammer after they are dead.
Once the party arrives on the roof, an eagle warns them off, requiring either a {{Ability check|Animal Handling|18}} or a [[Persuasion]] check (with [[Speak with Animals]] active). If the party succeeds, the [[Ancient Giant Eagle]] and [[Giant Eagle]] remain neutral, although they attack if the party moves too close to the nest. With the help of [[Fog Cloud]] or [[Darkness]] and [[Invisibility]], the party can sneak and grab the warhammer while the eagles are unaware. Alternatively, the party can kill the giant eagles and pick up the warhammer after they are dead.


==== Placing the weapons ====
==== Placing the weapons ====
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==== Taking the Mace by Force ====
==== Taking the Mace by Force ====
If the Blood of Lathander is taken without the Dawnmaster's Crest, it activates a deadly trap that risks the destruction of the entire Monastery. The party has only four turns to either escape the Monastery or destroy the four Lathander Solar Machines that activate the trap. Whichever character grabbed the mace is trapped behind a forcefield and cannot act until they've escaped ([[Misty Step]] or [[Dimension Door]] work here). Alternatively, you can destroy the energy source {{coords|1063|-788}} below the platform that is powering the forcefield. Destroy the Solar Machines to keep the creche intact, or escape the creche to destroy it. Some companions who get stuck in the blast have unique dialogue afterwards.
If the Blood of Lathander is taken without the Dawnmaster's Crest, it activates a deadly trap that risks the destruction of the entire Monastery. The party has only four turns to either escape the Monastery or destroy the four Lathander Solar Machines that activate the trap. Whichever party member grabbed the mace is trapped behind a forcefield and cannot act until they've escaped ([[Misty Step]] or [[Dimension Door]] work here). Alternatively, the party can destroy the energy source {{coords|1063|-788}} below the platform that is powering the forcefield. If the Solar Machines are destroyed the creche will still be intact, otherwise the creche will destroyed by the blast. Some companions who get stuck in the blast have unique dialogue afterwards.
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