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Rescue Wulbren: Difference between revisions
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== Walkthrough == | == Walkthrough == | ||
If | If {{Quest|Save the Grymforge Gnomes}} was completed, then the party knows about Wulbren due to the Ironhand Gnomes and {{CharLink|Barcus Wroot}} explaining that he was kidnapped and sent to Moonrise Towers due to his knowledge of runepowder. The tieflings are also present if {{Quest|Save the Refugees}} was completed with the tiefling refugees and the [[Druid Grove]] protected. Otherwise, the party can simply learn about Wulbren by exploring Moonrise Towers Prison. If the tieflings in the prison are spoken to first, they explain that the gnomes are up to something, but they don't know what. | ||
=== Finding Wulbren === | === Finding Wulbren === | ||
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To find Wulbren’s location, the party must go downstairs into the Moonrise Towers Prison (X:-173, Y:-194). The entrance to the prison is east to 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 Wulbren is in the fourth cell to the right (X:569, Y:-626). | To find Wulbren’s location, the party must go downstairs into the Moonrise Towers Prison (X:-173, Y:-194). The entrance to the prison is east to 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 Wulbren is in the fourth cell to the right (X:569, Y:-626). | ||
If the party attempts to speak to Wulbren, they are initially confronted by a guard, who says that no one is allowed to talk to the prisoners, who are property of | If the party attempts to speak to Wulbren, they are initially confronted by a guard, who says that no one is allowed to talk to the prisoners, who are property of {{CharLink|Balthazar}}. The party has three options to respond with: | ||
* [DECEPTION] I have permission from Balthazar. Ask him. (DC 14) | * [DECEPTION] I have permission from Balthazar. Ask him. (DC 14) | ||
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* My apologies- won't happen again. | * My apologies- won't happen again. | ||
Additionally, if the party slips into the cells by | Additionally, if the party slips into the cells by {{SAI|Misty Step}}, {{SAI|Gaseous Form}}, or other means, the guards don't confront the party. | ||
Wulbren is initially suspicious of the party and why someone who walks around the prison like they own the place would want to help him. If | Wulbren is initially suspicious of the party and why someone who walks around the prison like they own the place would want to help him. If Barcus Wroot was saved in {{Quest|Rescue the Gnome}} and subsequently rescued with the Grymforge gnomes, the party has the option to say Barcus sent them. Wulbren is persuaded without any checks needed. Otherwise, Wulbren can be persuaded by saying that they know the tieflings in the prison (DC 10), that the Absolute has no control over them (DC 6), or that they're a Flaming Fist secret agent (Deception DC 6). | ||
=== Fleeing the Towers === | === Fleeing the Towers === | ||
==== Leaving by Boat ==== | ==== Leaving by Boat ==== | ||
[[File:Wulbrens Hammer Location Quest.jpg|thumb|Wulbren's Hammer is above the Warden's office.]] | [[File:Wulbrens Hammer Location Quest.jpg|thumb|Wulbren's Hammer is above the Warden's office.]] | ||
The party can choose to follow Wulbren's plan to escape, which involves giving him an object that can smash rocks. This can be any item that causes bludgeoning damage, such as a generic | The party can choose to follow Wulbren's plan to escape, which involves giving him an object that can smash rocks. This can be any item that causes bludgeoning damage, such as a generic {{SmRarityItem|Mace}}; it has to be a weapon, though, and bringing him a regular {{SmRarityItem|Hammer}} will not advance the quest. {{SmRarityItem|Wulbren's Hammer}} (X:574, Y:-646) can be found by climbing up the iron ladder in {{CharLink|The Warden|The Warden's}} office. This area is guarded by a scrying eye and is considered trespassing, so the party has to either sneak or deceive/bribe their way out of being sent to jail. If the party gets Wulbren's hammer specifically, he's extremely gratefully and assumed he'd never see it again. | ||
Once a bludgeoning weapon has been acquired, go back to Wulbren and talk to him. This initiates a trade screen where the item can be "donated" to Wulbren. Alternatively, the weapon can be thrown into Wulbren's cell and he will pick it up. Speak with Wulbren and either tell him to start the escape attempt now or to wait until the party is ready. If a long rest or fast travel occurs at this point, the gnomes begin the escape without the party. If the party is simply standing around when Wulbren breaks the wall, the guards become hostile and combat starts. | Once a bludgeoning weapon has been acquired, go back to Wulbren and talk to him. This initiates a trade screen where the item can be "donated" to Wulbren. Alternatively, the weapon can be thrown into Wulbren's cell and he will pick it up. Speak with Wulbren and either tell him to start the escape attempt now or to wait until the party is ready. If a long rest or fast travel occurs at this point, the gnomes begin the escape without the party. If the party is simply standing around when Wulbren breaks the wall, the guards become hostile and combat starts. | ||
[[File:Moonrise Prison Back Area Quest.jpg|thumb|The rocky ledge that leads to the back area of the cells.]] | [[File:Moonrise Prison Back Area Quest.jpg|thumb|The rocky ledge that leads to the back area of the cells.]] | ||
One strategy to avoid combat is to climb up (or Misty Step/Fly/etc to) the rocky ledge to the west of the cells. Climbing the ledge leads to the back area of the cells, for both the gnomes (X:568, Y:-612) and the tieflings (X:600, Y:-617). Have two characters who can break the walls down with Force damage and one who can cast | One strategy to avoid combat is to climb up (or Misty Step/Fly/etc to) the rocky ledge to the west of the cells. Climbing the ledge leads to the back area of the cells, for both the gnomes (X:568, Y:-612) and the tieflings (X:600, Y:-617). Have two characters who can break the walls down with Force damage and one who can cast {{SAI|Darkness}}. Split the party up so that two characters are by the boat (X:575, Y:-576) and ready to attack the brittle chains, one is by the tiefling wall, and one is by the gnome wall. Attack both walls until they're nearly destroyed. Attack the gnome's wall and when Wulbren yells "RUN!" walk into the cell and cast Darkness. Then run to the boat to aid the characters breaking the chains while the character at the tiefling wall breaks it down and runs to the boat as well. When all the prisoners are at the boat, speak to Wulbren and accompany him to his next destination. | ||
The party can suggest going to [[Last Light Inn]] if they've already been there. If the party has not, then selecting "I don't - but I'll join you on the boat. We'll see where we end up." sends the prisoners to the Last Light and the party gets a scene similar to what they'd get from entering Last Light for the first time. | The party can suggest going to [[Last Light Inn]] if they've already been there. If the party has not, then selecting "I don't - but I'll join you on the boat. We'll see where we end up." sends the prisoners to the Last Light and the party gets a scene similar to what they'd get from entering Last Light for the first time. | ||
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=== 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 | While this quest is not limited by long rests, it is worth noting there is a story limitation on the quest. If {{Quest|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. | ||
==Rewards== | ==Rewards== |