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Save the Grymforge Gnomes: Difference between revisions
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→Failing the quest
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=== Failing the quest === | === Failing the quest === | ||
As with freeing Nere, saving the gnomes is on a timer. After arriving at Grymforge, the first time the party goes to camp, Nere reaches out telepathically to ask for help. At this point, the party can safely Long Rest once. If the party Long Rests a second time, the cave-in has been removed, Nere is dead, and all the duergar and gnomes are gone. | As with freeing Nere, saving the gnomes is on a timer. After arriving at Grymforge, the first time the party goes to camp, Nere reaches out telepathically to ask for help. At this point, the party can safely Long Rest once. If the party Long Rests a second time, the cave-in has been removed, Nere is dead, and all the duergar and gnomes are gone. | ||
Similarly, after fighting Nere, it is necessary to speak to the gnomes before taking a Long Rest -- otherwise they will have left. | |||
Speak with [[Beldron]] after the fight to resolve the quest. He mentions that their leader, Wulbren, has been kidnapped and sent to [[Moonrise Towers]], which starts [[Rescue Wulbren]]. If Barcus is alive, speak to him to learn he intends to pursue Wulbren. He can also be invited to camp, where he stays briefly before moving on. | Speak with [[Beldron]] after the fight to resolve the quest. He mentions that their leader, Wulbren, has been kidnapped and sent to [[Moonrise Towers]], which starts [[Rescue Wulbren]]. If Barcus is alive, speak to him to learn he intends to pursue Wulbren. He can also be invited to camp, where he stays briefly before moving on. |