Rescue the Tieflings: Difference between revisions

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'''Rescue the Tieflings''' is a [[quest]] in [[Act Two]] of Baldur's Gate 3. It can be started by speaking with the tieflings at the [[Last Light Inn]].
'''Rescue the Tieflings''' is a [[quest]] in [[Act Two]] of Baldur's Gate 3. It can be started by speaking with the tieflings at the [[Last Light Inn]].
{{SpoilerWarning}}
<br><br/>
==Objectives==
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
''Objectives and journal entries may vary pending story decisions and outcomes.''
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Find out where the tieflings are being held in Moonrise Towers.</div>
<div style="font-weight: bold; line-height: 1.6;">Find out where the tieflings are being held in Moonrise Towers.</div>
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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 at {{Coords|-173|194}}. The entrance to the prison is east of 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 of 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:


* {{Ability check|Deception|14}} - I have permission from Balthazar. Ask him.
* {{Ability check|Deception|14}} - I have permission from Balthazar. Ask him.
* {{Ability check|Persuasion|14}} - What are the prisoners going to do? Talk me to death? (DC 14)
* {{Ability check|Persuasion|14}} - What are the prisoners going to do? Talk me to death?
* My apologies- won't happen again.
* My apologies- won't happen again.


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==== Cleaning Out the Prison ====
==== Cleaning Out the Prison ====
As always, the party can resort to murder. If the prison guards are murdered, the rest of the Tower does not become hostile (as long as you don't leave any witnesses). As such, the party can safely clear out the prison before dealing with the prisoners to safely ensure everyone survives the escape. An easy way to do this is to murder the Warden in her office, then wait. Enemies patrolling nearby will intermittently walk in and can be slowly picked off. Once they're all dead and the Scrying Eyes killed, give Wulbren his hammer and the prisoners can safely escape without a worry of enemies.
As always, the party can resort to murder. If the prison guards are murdered, the rest of the Tower does not become hostile (as long as the party don't leave any witnesses). As such, the party can safely clear out the prison before dealing with the prisoners to safely ensure everyone survives the escape. An easy way to do this is to murder the Warden in her office, then wait. Enemies patrolling nearby will intermittently walk in and can be slowly picked off. Once they're all dead and the Scrying Eyes killed, give Wulbren his hammer and the prisoners can safely escape without a worry of enemies.


It's possible for the tieflings and gnomes to become separated; if the tieflings take more than three turns to arrive at the boat after Wulbren has already hammered it free, then the gnomes will depart without them. The tieflings will attempt to leave out the side door of the prison, a long and treacherous path that also includes Absolutist zealots and adepts stationed on the outside perimeter of the towers.
It's possible for the tieflings and gnomes to become separated; if the tieflings take more than three turns to arrive at the boat after Wulbren has already hammered it free, then the gnomes will depart without them. The tieflings will attempt to leave out the side door of the prison, a long and treacherous path that also includes Absolutist zealots and adepts stationed on the outside perimeter of the towers.


==== Returning to Last Light ====
==== Returning to Last Light ====
Once the prisoners have escaped, either go with them to Last Light Inn or fast travel there. In the middle of the inn, speak with Alfira and Cerys (if she survived); if enough tieflings survived, then you will be rewarded with [[Potent Robe]]. Further behind the bar you can find the reunited Lia, Cal, and Rolan. Finally, beneath the bridge leading north of the inn, down the steps behind the ox stables, you can find Bex and Danis. Once you have spoken to all three of these groups (assuming they survived), this quest will end.
Once the prisoners have escaped, either go with them to Last Light Inn or fast travel there. In the middle of the inn, speak with Alfira and Cerys (if she survived); if enough tieflings survived, then the party will be rewarded with [[Potent Robe]]. Further behind the bar the reunited Lia, Cal, and Rolan can be found. Finally, beneath the bridge leading north of the inn, down the steps behind the ox stables, Bex and Danis can be met. Once having spoken to all three of these groups (assuming they survived), this quest will end.


=== Time Limit ===
=== Time Limit ===
While this quest is not limited by long rests, it is worth noting there is a story limitation on the quest. If [[Find Ketheric Thorm's Relic]] is completed, then once the party returns from the [[Shadowfell]], this quest automatically ends. When this happens, the quest says that the other prisoners were never found.
While this quest is not limited by long rests, it is worth noting there is a story limitation on the quest. If [[Find Ketheric Thorm's Relic]] is completed, then once the party returns from the [[Shadowfell]], this quest automatically ends. When this happens, the quest says that the other prisoners were never found.


The rewards must be collected before leaving Act Two. Even if the tieflings were rescued, they do not grant their rewards when encountered in Baldur's Gate.
The rewards must be collected before leaving Act Two. Even if the tieflings were rescued, they do not grant their rewards when encountered in the city of Baldur's Gate.
 
== Rewards ==
From Alfira:
 
* ~55 EXP
* {{Gold|~470}} if all tieflings rescued.
* Scrolls- 3 (1 very rare, 1rare, 1 common rarity).
* Potions- 3 (randomized).
* {{Item icon|name=Grease Bottle|size=30|show_name=Grease Bottle|no_padding=remove|show_rarity=common}}
* {{Item icon|name=Acid Vial|size=30|show_name=Acid Vial|no_padding=remove|show_rarity=common}}
 
* {{Item icon|name=Potent Robe|size=30|show_name=Potent Robe|no_padding=remove|show_rarity=very rare}} if a sufficient quantity of captured tieflings are rescued.
 
* If only one tiefling survives, approximate {{Gold|250}} is rewarded instead.
From Rolan:
 
* ~200 EXP
* {{Gold|~450}}
 
From Bex:
 
* ~55 EXP
 
After talking to all 3 above:


== Rewards ==
* ~200 EXP
* 250 experience
* {{IconLink | Potent Robe Icon.png| Potent Robe}} from Alfira if a sufficient quantity of captured tieflings are rescued.
** If only one tiefling survives, approximate {{Gold|250}} is rewarded instead.


== Notes ==
== Notes ==
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