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The Wyrmway: Difference between revisions
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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. | 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''': The party will always be awarded XP and allowed to proceed to [[The Dragon's Sanctum]] at the end of the trials whether | '''Note''': The party will always be awarded XP and allowed to proceed to [[The Dragon's Sanctum]] at the end of the trials whether they successfully complete all the trials or fail and fight the hostiles. | ||
=== Failing a Trial === | === Failing a Trial === | ||
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 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 {{SmRarityItem|Journal of Past Adventurers N°5}} and find out what happened to | 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 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 {{SmRarityItem|Journal of Past Adventurers N°5}} and find out what happened to the party's predecessors. The hostiles to be fought consist of: | ||
*4 [[Fallen Champion]] | *4 [[Fallen Champion]] | ||
*7 [[Fallen Wizard]] | *7 [[Fallen Wizard]] | ||
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===Chamber of Insight=== | ===Chamber of Insight=== | ||
This trial requires | This trial requires the party to walk over a nearly invisible path between the two left-hand statues of Balduran. | ||
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. | 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 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 | To know who's the correct solution 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 attacking them directly. It is also possible to 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. | ||
After reading the books, the party realize that Suelto adopted a cruel ideology that does not fit the council and must be eliminated. If {{CharLink|Wyll}} is in the party, then it's possible to speak with him after reading the final book, and he will directly tell that Suelto is the one to attack. | After reading the books, the party realize that Suelto adopted a cruel ideology that does not fit the council and must be eliminated. If {{CharLink|Wyll}} is in the party, then it's possible to speak with him after reading the final book, and he will directly tell that Suelto is the one to attack. |