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Rescue the Tieflings: Difference between revisions

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==== 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 {{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.
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 entering the area 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, it's necessary to go back to Wulbren and give him the weapon. 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 {{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.
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}}. it's necessary to have two characters who can break the walls down with Force damage and one who can cast {{SAI|Darkness}}. The party should be split 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. Now both walls should be attacked until they're nearly destroyed. After attacking the gnomes' wall Wulbren yells "RUN!", the party member should walk into the cell and cast Darkness. Then the party member should run to the boat to aid the characters breaking the chains while the party member 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.


==== Leaving by Foot ====
==== Leaving by Foot ====
The prisoners can be forced to abandon Wulbren's plan and go through the Towers on foot by using a lever in the Warden's office. There are multiple levers behind the warden and each one opens the door to a specific cell, and the large lever on the floor starts an alarm and opens all of them. If the levers are used, the prisoners flee and combat starts, forcing the party to fight their way through or let the prisoners die. Fight all of the enemies, then follow the prisoners to the docks, where another fight breaks out. After this battle, the prisoners move to the north and towards the Toll House, disappearing. They safely reappear at Last Light.
The prisoners can be forced to abandon Wulbren's plan and go through the Towers on foot by using a lever in the Warden's office. There are multiple levers behind the warden and each one opens the door to a specific cell, and the large lever on the floor starts an alarm and opens all of them. If the levers are used, the prisoners flee and combat starts, forcing the party to fight their way through or let the prisoners die. After defeating all of the enemies, the party should follow the prisoners to the docks, where another fight breaks out. After this battle, the prisoners move to the north and towards the Toll House, disappearing. They safely reappear at Last Light.


==== Cleaning Out the Prison ====
==== Cleaning Out the Prison ====
As always, the party can resort to murder. If the prison guards are murdered, the rest of the Tower does not become hostile (as long as the party don't leave any witnesses). As such, the party can safely clear out the prison before dealing with the prisoners to safely ensure everyone survives the escape. An easy way to do this is to murder the Warden in her office, then wait. Enemies patrolling nearby will intermittently walk in and can be slowly picked off. Once they're all dead and the Scrying Eyes killed, give Wulbren his hammer and the prisoners can safely escape without a worry of enemies.
As always, the party can resort to killing. If the prison guards are murdered, the rest of the Tower does not become hostile (as long as the party don't leave any witnesses). As such, the party can clear out the prison before dealing with the prisoners to safely ensure everyone survives the escape. An easy way to do this is to kill the Warden in her office, then wait. Enemies patrolling nearby will intermittently walk in and can be slowly picked off. Once they're all dead and all of the Scrying Eyes are destroyed, too, giving Wulbren his hammer will result in the prisoners safely escaping.


It's possible for the tieflings and gnomes to become separated; if the tieflings take more than three turns to arrive at the boat after Wulbren has already hammered it free, then the gnomes will depart without them. The tieflings will attempt to leave out the side door of the prison, a long and treacherous path that also includes Absolutist zealots and adepts stationed on the outside perimeter of the towers.
It's possible for the tieflings and gnomes to become separated; if the tieflings take more than three turns to arrive at the boat after Wulbren has already hammered it free, then the gnomes will depart without them. The tieflings will attempt to leave out the side door of the prison, a long and treacherous path that also includes Absolutist zealots and adepts stationed on the outside perimeter of the towers.


==== 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 {{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.
Once the prisoners have escaped, the party can either go with them to Last Light Inn or fast travel there. If speaking with Alfira and Cerys (if she 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 be completed.


=== Time Limit ===
=== Time Limit ===
11,756
edits

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