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Rescue the Tieflings: Difference between revisions

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== Walkthrough ==
== Walkthrough ==
This quest appears only for those who completed [[Save the Refugees]] with the tiefling refugees and the [[Druid Grove]] protected. Within the Last Light Inn, [[Cerys]] explains that their caravan was ambushed by cultists who killed many of the refugees and kidnapped some others, while only a few were able to escape to Last Light. She explains that while this happened, [[Zevlor]] froze and betrayed them, saying they should all surrender. Speaking to [[Alfira]] reveals that [[Lakrissa]] was captured, Rolan reveals that [[Lia]] and [[Cal]] were lost, and [[Bex]] reveals [[Danis]] was captured.
This quest appears only for those who completed {{Quest|Save the Refugees}} with the tiefling refugees and the [[Druid Grove]] protected. Within the Last Light Inn, {{CharLink|Cerys}} explains that their caravan was ambushed by cultists who killed many of the refugees and kidnapped some others, while only a few were able to escape to Last Light. She explains that while this happened, [[Zevlor]] froze and betrayed them, saying they should all surrender. Speaking to {{CharLink|Alfira}} reveals that {{CharLink|Lakrissa}} was captured, {{CharLink|Rolan}} reveals that {{CharLink|Lia}} and {{CharLink|Cal}} were lost, and {{CharLink|Bex}} reveals {{CharLink|Danis}} was captured.


=== Finding the Tieflings ===
=== Finding the Tieflings ===
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To find the tieflings' location, the party must go downstairs into the Moonrise Towers Prison at {{Coords|-173|-194}}. The entrance to the prison is east of 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 the tieflings are in the second cell to the right.
To find the tieflings' location, the party must go downstairs into the Moonrise Towers Prison at {{Coords|-173|-194}}. The entrance to the prison is east of 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 the tieflings are in the second cell to the right.


If the party attempts to speak to the tieflings, they are initially confronted by a guard, who says that no one is allowed to talk to the prisoners, who are property of [[Balthazar]]. The party has three options to respond with:
If the party attempts to speak to the tieflings, 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:


* {{Ability check|Deception|14}} - I have permission from Balthazar. Ask him.
* {{Ability check|Deception|14}} - I have permission from Balthazar. Ask him.
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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 [[Misty Step]], [[Gaseous Form]], or other means, the guards don't confront the party.
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.


Speak with Lia, who explains that the gnomes have some kind of plan, but she doesn't know the details. They're two cells down from the tieflings.
Speak with Lia, who explains that the gnomes have some kind of plan, but she doesn't know the details. They're two cells down from the tieflings.


Wulbren, the gnome leader, 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|Barcus]] was saved in [[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).
Wulbren, the gnome leader, 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 {{CharLink|Barcus Wroot|Barcus}} was saved in {{CharLink|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 [[Mace]]. [[Wulbren's Hammer]] {{Coords|574|-646}} can be found by climbing up the iron ladder in [[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 grateful, as he had assumed he'd never see it again.
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}}. {{SmRarityItem|Wulbren's Hammer}} {{Coords|574|-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 grateful, as he had 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. Agree to the trade and either tell Wulbren to start or tell him 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. Agree to the trade and either tell Wulbren to start or tell him 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  {{Coords|568|-612}} and the tieflings  {{Coords|600|-617}}. Have two characters who can break the walls down with Force damage and one who can cast [[Darkness]]. Split the party up so that two characters are by the boat  {{Coords|575|-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.
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  {{Coords|568|-612}} and the tieflings  {{Coords|600|-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  {{Coords|575|-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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==== Returning to Last Light ====
==== Returning to Last Light ====
Once the prisoners have escaped, either go with them to Last Light Inn or fast travel there. In the middle of the inn, speak with Alfira and Cerys (if she survived); if enough tieflings survived, then the party will be rewarded with [[Potent Robe]]. Further behind the bar the reunited Lia, Cal, and Rolan can be found. Finally, beneath the bridge leading north of the inn, down the steps behind the ox stables, Bex and Danis can be met. Once having spoken to all three of these groups (assuming they survived), this quest will end.
Once the prisoners have escaped, either go with them to Last Light Inn or fast travel there. In the middle of the inn, speak with Alfira and Cerys (if she survived); if enough tieflings survived, then the party will be rewarded with {{SmRarityItem|Potent Robe}}. Further behind the bar the reunited Lia, Cal, and Rolan can be found. Finally, beneath the bridge leading north of the inn, down the steps behind the ox stables, Bex and Danis can be met. Once having spoken to all three of these groups (assuming they survived), this quest will end.


=== 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 [[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.
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.


The rewards must be collected before leaving Act Two. Even if the tieflings were rescued, they do not grant their rewards when encountered in the city of Baldur's Gate.
The rewards must be collected before leaving Act Two. Even if the tieflings were rescued, they do not grant their rewards when encountered in the city of Baldur's Gate.
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