Help Omeluum Investigate the Parasite: Difference between revisions

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Once the player returns to Omeluum, it will brew the potion as promised, and attempts to extract the tadpole from the player.
Once the player returns to Omeluum, it will brew the potion as promised, and attempts to extract the tadpole from the player.


If the player passes a DC 10 Insight check, they can learn that Omeluum expects doubt and fear from them. If asked if the experiment is dangerous, it will tell them that it does not know what the potion will make them see or feel, but that they may become a danger to themselves. The illithid will however reassure them that the potion won't kill them.
If the player passes a passive {{Ability check|Insight|10}}, they can learn that Omeluum expects doubt and fear from them. If asked if the experiment is dangerous, it will tell them that it does not know what the potion will make them see or feel, but that they may become a danger to themselves. The illithid will however reassure them that the potion won't kill them.


The character that drinks the potion will automatically attempt a series of saving throws.
The character that drinks the potion will automatically attempt a series of saving throws.
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==== Second saving throw ====
==== Second saving throw ====


Once Omeluum starts psionically probing, the tadpole will resist, and the character must choose whether to attempt a Wisdom or Intelligence save, with a DC of 10. If the character fails the saving throw, they gain the {{Cond|Tongue of Madness}} condition for 5 turns, which gives them [[disadvantage]] on [[Charisma]] checks.
Once Omeluum starts psionically probing, the tadpole will resist, and the character must choose whether to attempt a save, either with a {{Ability check|Intelligence|10}} or {{Ability check|Wisdom|10}}. If the character fails the saving throw, they gain the {{Cond|Tongue of Madness}} condition for 5 turns, which gives them [[disadvantage]] on [[Charisma]] checks.


==== Third saving throw ====
==== Third saving throw ====
The character must finally attempt a second Wisdom or Intelligence save, this time with a DC of 15. The character is  Dazed for 5 turns if they fail this save, which gives them disadvantage on Wisdom and Intelligence checks.{{note|This is {{em|different}} from the {{Cond|Dazed}} condition caused by attacks like the [[Pommel Strike]] weapon action.}}
The character must finally attempt a second save, this time with a {{Ability check|Wisdom|15}} or {{Ability check|Intelligence|15}}. The character is  Dazed for 5 turns if they fail this save, which gives them disadvantage on Wisdom and Intelligence checks.{{note|This is {{em|different}} from the {{Cond|Dazed}} condition caused by attacks like the [[Pommel Strike]] weapon action.}}


==== Survival Instinct ====
==== Survival Instinct ====
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As it was unable to help, Omeluum will offer the player its {{RarityItem|Ring of Mind-Shielding}}, though it would not part with it completely for free.
As it was unable to help, Omeluum will offer the player its {{RarityItem|Ring of Mind-Shielding}}, though it would not part with it completely for free.
The player can either buy this ring or convince Omeluum to give it to them in several variants: by {{Ability check|Persuasion|15}} (a githyanki Tav will have an unique dialogue line for this option), {{Ability check|Intimidation|20}}, or proposing to describe the inner structure of a [[Nautiloid]]. The latter demands either an {{Ability check|Intelligence|10}} which has an [[Advantage]] if the player has read a relevant [[Rune Slate]] while being on the ship in the [[Prologue]], or a {{Ability check|Performance|10}}.


=== Early Access ===
=== Early Access ===
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