Wyrmway: Difference between revisions

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party - in this context (and in the other articles of the Wiki) - is used with 'are' instead of 'is' because it's about the individual members of the group like stated here: https://en.m.wikipedia.org/wiki/American_and_British_English_grammatical_differences
(party - in this context (and in the other articles of the Wiki) - is used with 'are' instead of 'is' because it's about the individual members of the group like stated here: https://en.m.wikipedia.org/wiki/American_and_British_English_grammatical_differences)
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== Chambers of Wyrmway ==
== Chambers of Wyrmway ==
Part of the trial is proving that the party are worthy to speak with Ansur, to prove this, the party must pass four trials of Courage, Insight, Strategy and Justice. Failing one of the trials would cause the party to face hostilities.
Part of the trial is proving that the party members are worthy to speak with Ansur, to prove this, the party must pass four trials of Courage, Insight, Strategy and Justice. Failing one of the trials would cause the party to face hostilities.


'''Note''': You are always awarded XP and allowed to proceed to [[The Dragon's Sanctum]] at the end of the trials whether you successfully complete all the trials or fail and fight the hostiles.
'''Note''': You are always awarded XP and allowed to proceed to [[The Dragon's Sanctum]] at the end of the trials whether you successfully complete all the trials or fail and fight the hostiles.


=== Failing a Trial ===
=== Failing a Trial ===
If the party fails any trial, they will be attacked by five groups of undead, one wave in each Chamber and another in the central area. Once all of the undead have been dispatched, the party is allowed to proceed in spite of its failure, and without needing to complete any remaining trials. Failing a challenge is the only way to obtain [[Journal of Past Adventurers N°5]] and find out what happened to your predecessors. The hostiles to be fought consist of:
If the party fail any trial, they will be attacked by five groups of undead, one wave in each Chamber and another in the central area. Once all of the undead have been dispatched, the party are allowed to proceed in spite of its failure, and without needing to complete any remaining trials. Failing a challenge is the only way to obtain [[Journal of Past Adventurers N°5]] and find out what happened to your predecessors. The hostiles to be fought consist of:
*4 [[Fallen Champion]]
*4 [[Fallen Champion]]
*7 [[Fallen Wizard]]
*7 [[Fallen Wizard]]
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This trial requires you to walk over a nearly invisible path between the two left-hand statues of Balduran.
This trial requires you to walk over a nearly invisible path between the two left-hand statues of Balduran.


In this trial the party need figure out the counselor who does not advise for the city's prosperity and strike them down. The 3 possible choices are Stedd, Amaps, and Suelto.
In this trial the party need to figure out the counselor who does not advise for the city's prosperity and strike them down. The 3 possible choices are Stedd, Amaps, and Suelto.


To know who's the correct solution the it is necessary to read the books that are flying around. Picking them up (there is a dialogue cursor) requires a Sleight of Hand check. The books are destroyed if you attack them directly. It is also possible throw the books to stop them from flying and be able to read them, or apply [[Frightened]]. Activating Turn-Based Mode when near a book makes picking it up or throwing it easier.  If a party member shouts for the book to stop moving, a different party member must be used to trigger the sleight of hand check.
To know who's the correct solution the it is necessary to read the books that are flying around. Picking them up (there is a dialogue cursor) requires a Sleight of Hand check. The books are destroyed if you attack them directly. It is also possible throw the books to stop them from flying and be able to read them, or apply [[Frightened]]. Activating Turn-Based Mode when near a book makes picking it up or throwing it easier.  If a party member shouts for the book to stop moving, a different party member must be used to trigger the sleight of hand check.
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This trial takes place in the lower right hand room.
This trial takes place in the lower right hand room.


In this trial the pary need to finish a game of Lanceboard (aka Chess in Faerûn) by letting the Dark King fall in two moves only. If [[Gale]] is in the party he will comment that he played Lanceboard and would like to offer his help. If accepting his help, he will tell what needs to be done to finish the trial. Speaking with the Statue of Balduran activates this dialogue.
In this trial the party need to finish a game of Lanceboard (aka Chess in Faerûn) by letting the Dark King fall in two moves only. If [[Gale]] is in the party, he will comment that he played Lanceboard and would like to offer his help. If his help is accepted, he will tell what needs to be done to finish the trial. Speaking with the Statue of Balduran activates this dialogue.


=====Solutions=====
=====Solutions=====
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===Chamber of Courage===
===Chamber of Courage===
This trial takes place in the right most room. Enter the room, and speak with the Balduran statue using the character you want to use as the "torch carrier" for the trial. In this trial, that character will be holding a torch in your hand and withstand the elements to prove your courage.
This trial takes place in the right most room. Entering the room, and speaking with the Balduran statue makes the talking party member the torch carrier for the trial. In this trial, that party member will be holding a torch in their hand and withstand the elements to pass the test.


This is a fighting trial that lasts for 4 turns.  The one holding the torch must survive, and the rest of your party must be prepared to defend the torch carrier. Note that the torch is bound to the person that picks it up, preventing other weapons from being equipped and preventing the torch from being passed to others. As such, it is recommended to be held by spellcasters (ex. wizards, sorcerers, etc), or any class not dependent on their mainhand melee weapon (the torch is one-handed, so offhand weapons and shields are unaffected).  
This is a fighting trial that lasts for 4 turns.  The party member holding the torch must survive, and the rest of the party must be prepared to defend the torch carrier. Note that the torch is bound to the torch carrier, preventing other weapons from being equipped and preventing the torch from being passed to others. As such, it is recommended to be held by spellcasters (wizards, sorcerers, etc), or any class not dependent on their mainhand melee weapon. The torch is one-handed, so offhand weapons and shields are unaffected.  


Elementals will spawn on the following turns:
Elementals will spawn on the following turns:
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* '''Turn 4:''' None
* '''Turn 4:''' None


The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial. Applying {{SAI|Sanctuary}} on the torch carrier can trivialize the entire encounter, as this prevents elementals from targeting the torch carrier. More elementals spawn on the 2nd and 3rd turn of the trial.  The elementals can be killed directly, or shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to [[Shove]] but can be knocked back by other means such as [[Mobile Flourish]]).
The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial. Applying {{SAI|Sanctuary}} on the torch carrier can trivialize the entire encounter, as this prevents enemies from targeting the torch carrier. The enemies can be killed directly, or shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to [[Shove]] but can be knocked back by other means such as [[Mobile Flourish]]).


The four lightning orbs around the circumference of the encounter area light up as the turns of combat proceed. These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.
The four lightning orbs around the circumference of the encounter area light up as the turns of the combat proceed. These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.


==Waypoints==
==Waypoints==

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