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Crèche Y'llek: Difference between revisions

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=== Entrances to the Crèche ===
=== Entrances to the Crèche ===
==== Monastery Basement Entrance ====
==== Monastery Basement Entrance ====
This entrance to the Crèche is located at {{SmallIcon|Exit Map Icon.png}}{{coords|1357|-854}}. To reach it, the player should walk down the stairs across the [[Rosymorn_Monastery#Statue_of_Lathander|Statue of Lathander]] in the depth of the [[Rosymorn Monastery]]. The entrance is not guarded from outer side and will lead the party to antechamber of the Crèche.
This entrance to the Crèche is located at {{SmallIcon|Exit Map Icon.png}}{{coords|1357|-854}}. To reach it, the party should walk down the stairs across the [[Rosymorn_Monastery#Statue_of_Lathander|Statue of Lathander]] in the depth of the [[Rosymorn Monastery]]. The entrance is not guarded from outer side and will lead the party to antechamber of the Crèche.


==== Cliffside Entrance ====
==== Cliffside Entrance ====
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The '''Entrance hall''' (antechamber) is an area right next to the '''Monastery Basement Entrance''' to the Crèche. It is separated from the rest part of the Crèche by Heavy Oak Doors. Inside the antechamber resides the sentry patrol consisting of {{CharLink|Far'aag|Gish Far'aag}}, {{CharLink|Lin'a'an|Ardent Lin'a'an}}, {{CharLink|Khunaruth|Warrior Khunaruth}} and {{CharLink|Ra'gur|Raider Ra'gur}} (the latter is standing at the upper ground to the left from the entrance).
The '''Entrance hall''' (antechamber) is an area right next to the '''Monastery Basement Entrance''' to the Crèche. It is separated from the rest part of the Crèche by Heavy Oak Doors. Inside the antechamber resides the sentry patrol consisting of {{CharLink|Far'aag|Gish Far'aag}}, {{CharLink|Lin'a'an|Ardent Lin'a'an}}, {{CharLink|Khunaruth|Warrior Khunaruth}} and {{CharLink|Ra'gur|Raider Ra'gur}} (the latter is standing at the upper ground to the left from the entrance).


Upon entering, the party will be questioned by Gish Far'aag, and the player will have multiple options to infiltrate the Crèche past the sentries (possible options are listed at the page describing [[Far'aag]]).
Upon entering, the party will be questioned by Gish Far'aag, and the party will have several options to infiltrate the Crèche past the sentries (possible options are listed at the page describing [[Far'aag]]).


To the left and to the right sides of the main area of the entrance hall are two areas separated by locked iron gates (both areas and gates are considered to be restricted). The left one has been turned into a makeshift prison. The player can find there several skeletons with small amount of gold and two random alchemical ingredients on them, and also the corpse of {{CharLink|Ellyka}} (if they have spared her in previous meeting near the [[Mountain Pass]]). Near one of the skeletons the player can find the [[Bloodied Note]] written by one of the Lathander monks, tortured to death by the githyanki.
To the left and to the right sides of the main area of the entrance hall are two areas separated by locked iron gates (both areas and gates are considered to be restricted). The left one has been turned into a makeshift prison. The party can find there several skeletons with small amount of gold and two random alchemical ingredients on them, and also the corpse of {{CharLink|Ellyka}} (if they have spared her in previous meeting near the [[Mountain Pass]]). Near one of the skeletons the party can find the {{SmRarityItem|Bloodied Note}} written by one of the Lathander monks, tortured to death by the githyanki.


To the right is another locked chamber with a breach in the far wall, leading to the rocky passage where {{CharLink|Jeera|Jeera's}} trade post is located.
To the right is another locked chamber with a breach in the far wall, leading to the rocky passage where {{CharLink|Jeera|Jeera's}} trade post is located.
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* to the east - yet another T-junction leading to Captain's Quarters (north-east) and rocky passage (south-east) with trade post and another (Cliffside) entrance to the Crèche.
* to the east - yet another T-junction leading to Captain's Quarters (north-east) and rocky passage (south-east) with trade post and another (Cliffside) entrance to the Crèche.


To the west from the entrance stand two githyanki youths, {{CharLink|Qun'irel}} and {{CharLink|Tra'an}}, discussing recent events in the Crèche. The player can talk to both and find out about the atmosphere of uneasiness that looms over the Crèche since the Inquisitor has arrived. With successful DC Intimidation check they will find out that the Inquisitor was sent to the Crèche to locate and acquire an ultimate weapon against ''ghaik''.
To the west from the entrance stand two githyanki youths, {{CharLink|Qun'irel}} and {{CharLink|Tra'an}}, discussing recent events in the Crèche. The party can talk to both and find out about the atmosphere of uneasiness that looms over the Crèche since the Inquisitor has arrived. With successful DC Intimidation check they will find out that the Inquisitor was sent to the Crèche to locate and acquire an ultimate weapon against ''ghaik''.


At the eastern T-junction there is a waypoint, the only one within the Crèche.
At the eastern T-junction there is a waypoint, the only one within the Crèche.
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The corridor is constantly patrolled by {{CharLink|Yr'rk|Warrior Yr'rk}} and {{CharLink|Ahu'u'rag|Raider Ahu'u'rag}}, walking separately, but by the same route: Infirmary door - Hatchery door - Captain's Quarters door. However, once the party approaches the waypoint, [[Ahu'u'rag]] stops patrolling and begin speaking with {{CharLink|Chy'raagh|Raider Chy'raagh}}, who guards the entrance to Captain's Quarters (she will return to her duties once the party enters the Captain's Quarters).
The corridor is constantly patrolled by {{CharLink|Yr'rk|Warrior Yr'rk}} and {{CharLink|Ahu'u'rag|Raider Ahu'u'rag}}, walking separately, but by the same route: Infirmary door - Hatchery door - Captain's Quarters door. However, once the party approaches the waypoint, [[Ahu'u'rag]] stops patrolling and begin speaking with {{CharLink|Chy'raagh|Raider Chy'raagh}}, who guards the entrance to Captain's Quarters (she will return to her duties once the party enters the Captain's Quarters).


The western T-junction is decorated with the large portrait of {{CharLink|Vlaakith}}, the Queen of all githyanki. Yet another youth, {{CharLink|Vis'kiir}}, stands nearby. Should the player interact with the portrait and choose to vandalize it (draw a new face on it), Vis'kiir will begin to clean it, muttering about what might happen if the elders notice this.
The western T-junction is decorated with the large portrait of {{CharLink|Vlaakith}}, the Queen of all githyanki. Yet another youth, {{CharLink|Vis'kiir}}, stands nearby. If interacting with the portrait and choosing to vandalize it (drawing a new face on it), Vis'kiir will begin to clean it, muttering about what might happen if the elders notice this.


=== Hatchery ===
=== Hatchery ===
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The Infirmary is located at the south-west end of the Crèche. It has four sections with curtain posters, one in each corner, with Bedrolls lying inside. On the left there is a doorway to the '''Dormitory''' with several bunk beds. In the opposite end of the room there is a door leading to the Doctor's office.
The Infirmary is located at the south-west end of the Crèche. It has four sections with curtain posters, one in each corner, with Bedrolls lying inside. On the left there is a doorway to the '''Dormitory''' with several bunk beds. In the opposite end of the room there is a door leading to the Doctor's office.


In the Infirmary the player can encounter githyanki youths {{CharLink|Pyrindath}} (sits kneeled to the right from the entrance), {{CharLink|Mirya'al}} (stands in the section to the left from the entrance), and {{CharLink|Dyrr'kas}} (wandering around the Infirmary, cleaning the floor here and there). Also, a couple of githyanki children, {{CharLink|Zel'i}} and {{CharLink|Ra'jak}}, are honing their [[Mage Hand]] skill, tossing a locked [[Heavy Chest]] back and forth. When being hit, the chest emerges wailing sounds that can be heard far beyond the Infirmary.
In the Infirmary the party can encounter githyanki youths {{CharLink|Pyrindath}} (sits kneeled to the right from the entrance), {{CharLink|Mirya'al}} (stands in the section to the left from the entrance), and {{CharLink|Dyrr'kas}} (wandering around the Infirmary, cleaning the floor here and there). Also, a couple of githyanki children, {{CharLink|Zel'i}} and {{CharLink|Ra'jak}}, are honing their {{SAI|Mage Hand}} skill, tossing a locked Heavy Chest back and forth. When being hit, the chest emerges wailing sounds that can be heard far beyond the Infirmary.


In the Dormitory the party can meet three adult githyanki: {{CharLink|Umr'a'ac|Gish Umr'a'ac}}, {{CharLink|Jy'ir|Raider Jy'ir}} and {{CharLink|Kur'ashk|Ardent Kur'ashk}}.
In the Dormitory the party can meet three adult githyanki: {{CharLink|Umr'a'ac|Gish Umr'a'ac}}, {{CharLink|Jy'ir|Raider Jy'ir}} and {{CharLink|Kur'ashk|Ardent Kur'ashk}}.
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The entrance to the '''Doctor's Office''' is at{{SmallIcon|Location H Map Icon.png}}{{Coords|1289|-809}}.
The entrance to the '''Doctor's Office''' is at{{SmallIcon|Location H Map Icon.png}}{{Coords|1289|-809}}.


The Doctor's Office is a huge hall in the far south-west end of the Crèche, right beyond the Infirmary. The only NPC player to encounter there is {{CharLink|Stornugoss|Ghustil Stornugoss}}, the principal healer of the Crèche.
The Doctor's Office is a huge hall in the far south-west end of the Crèche, right beyond the Infirmary. The one to encounter there is {{CharLink|Stornugoss|Ghustil Stornugoss}}, the principal healer of the Crèche.
The whole area is in fact Stornugoss's study, with several working desks on the opposite sides of the room. In the center of the room, on a low round ramp, stands the ''[[zaith'isk]]'' - a mysterious device that is said to cleanse infected githyanki from mind flayer parasites. Approaching and using the ''zaith'isk'' is an essential part of the [[Find a Cure]] and [[The Githyanki Warrior]] quests.
The whole area is in fact Stornugoss's study, with several working desks on the opposite sides of the room. In the center of the room, on a low round ramp, stands the ''[[Zaith'isk]]'' - a mysterious device that is said to cleanse infected githyanki from mind flayer parasites. Approaching and using the ''zaith'isk'' is an essential part of the [[Find a Cure]] and [[The Githyanki Warrior]] quests.


=== Classroom ===
=== Classroom ===
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When the party comes into Classroom, Kethk is busy reprimanding and kicking one of his trainees, {{CharLink|Varrl|Youth Varrl}}. Other students stand around, watching the execution: githyanki youths {{CharLink|Rheg'zel}}, {{CharLink|Zar'a'ath}}, {{CharLink|Ba'akreth}} and {{CharLink|Astyl}}, and also children {{CharLink|Gha'an}}, {{CharLink|Jheruth}}, {{CharLink|Ul'mirel}} and {{CharLink|Kyr'das}}.
When the party comes into Classroom, Kethk is busy reprimanding and kicking one of his trainees, {{CharLink|Varrl|Youth Varrl}}. Other students stand around, watching the execution: githyanki youths {{CharLink|Rheg'zel}}, {{CharLink|Zar'a'ath}}, {{CharLink|Ba'akreth}} and {{CharLink|Astyl}}, and also children {{CharLink|Gha'an}}, {{CharLink|Jheruth}}, {{CharLink|Ul'mirel}} and {{CharLink|Kyr'das}}.


As soon as the Kethk's educational process ends one or another way (with the participation of the player), other youths will step down to the sparring ground to proceed with their training. Dependant upon dialogue options chosen by the player, and [[Ability Check]]s, it is possible to receive {{SmRarityItem|Orpheus, Prince of the Comet, Part Two: Sacrifice}} as a reward from Varrl. Alternatively, killing him (or having him killed by Kethk or other youth) will allow the party to loot this item from their corpse.
As soon as the Kethk's educational process ends one or another way (with the participation of the party), other youths will step down to the sparring ground to proceed with their training. Dependant upon dialogue options chosen, and [[Ability Check]]s passed, it is possible to receive {{SmRarityItem|Orpheus, Prince of the Comet, Part Two: Sacrifice}} as a reward from Varrl. Alternatively, killing him (or having him killed by Kethk or other youth) will allow the party to loot this item from their corpse.


On the gallery in the far end of the Classroom stands {{CharLink|Vraalsith|Ardent Vraalsith}}.
On the gallery in the far end of the Classroom stands {{CharLink|Vraalsith|Ardent Vraalsith}}.
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The entrance to the '''Captain's Quarters''' is at {{SmallIcon|Location Map Icon.png}}{{Coords|1392|-776}}
The entrance to the '''Captain's Quarters''' is at {{SmallIcon|Location Map Icon.png}}{{Coords|1392|-776}}


When first entering this area, a cutscene will be triggered, showing an argument between Kith'rak Therezzyn and Ch'r'ai W'wargaz. Therezzyn will dispatch another squad of githyanki to search for the weapon the Inquisitor desires. The squad consists of Raiders {{CharLink|Helag}} and {{CharLink|Un'n}}, Warriors {{CharLink|Xon'ar'as}} and {{CharLink|Ch'guth}}, and Gish {{CharLink|Yy'rul}}. The player cannot speak to any of these NPCs - as soon as the cutscene ends, they run away down the corridor and disappear.
When first entering this area, a cutscene will be triggered, showing an argument between Kith'rak Therezzyn and Ch'r'ai W'wargaz. Therezzyn will dispatch another squad of githyanki to search for the weapon the Inquisitor desires. The squad consists of Raiders {{CharLink|Helag}} and {{CharLink|Un'n}}, Warriors {{CharLink|Xon'ar'as}} and {{CharLink|Ch'guth}}, and Gish {{CharLink|Yy'rul}}. The party cannot speak to any of these characters - as soon as the cutscene ends, they run away down the corridor and disappear.


After W'wargaz leaves for the Inquisitor's Chamber via an archway to the north, Therezzyn activates a barrier using the '''Githyanki Barrier Disruptor''' next to the archway. The party will need to deactivate the barrier to explore past the northern exit of this location.
After W'wargaz leaves for the Inquisitor's Chamber via an archway to the north, Therezzyn activates a barrier using the '''Githyanki Barrier Disruptor''' next to the archway. The party will need to deactivate the barrier to explore past the northern exit of this location.


Inside, except Therezzyn, the player will find {{CharLink|G'nuril|Ardent G'nuril}} and also two wolves, {{CharLink|D'hak}} and {{CharLink|Ur'uth}}, preying upon corpses of recently captured followers of [[Cult of the Absolute]].
Inside the Captain's Quarters there are Therezzyn, {{CharLink|G'nuril|Ardent G'nuril}} and also two wolves, {{CharLink|D'hak}} and {{CharLink|Ur'uth}}, preying upon corpses of recently captured followers of [[Cult of the Absolute]].


=== Inquisitor's Chamber ===
=== Inquisitor's Chamber ===
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This location can only be reached after disabling the Githyanki Barrier Disruptor in the Captain's Quarters.
This location can only be reached after disabling the Githyanki Barrier Disruptor in the Captain's Quarters.


Behind the barrier there is an long bridge leading to the inner part of the former monastery, adorned with statues of Lathander and githyanki banners amidst them. Near the bridge the player can find a Wooden Chest, two Decorated barrels and also several alchemical ingredients around.
Behind the barrier there is an long bridge leading to the inner part of the former monastery, adorned with statues of Lathander and githyanki banners amidst them. Near the bridge the party can find a Wooden Chest, two Decorated barrels and also several alchemical ingredients around.


The Chamber itself has a sunken area in the center. On its bottom lies the Planecaster which will be activated after resolving the dialogue with Ch'r'ai W'wargaz, whatever the outcome would be.
The Chamber itself has a sunken area in the center. On its bottom lies the Planecaster which will be activated after resolving the dialogue with Ch'r'ai W'wargaz, whatever the outcome would be.
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On the left and right sides of the Chamber there are narrow corridors. The right one contains several displaying showcases with some precious artefacts that the githyanki collected in the monastery after founding the Crèche. The left one has a displaying case and several Decorated Barrels, too, but also two statues of Lathander. Both have spinning basements, and turning them to the correct position will open the passage to the Secret Chamber of the monastery, where the quest [[Find the Blood of Lathander]] might be finished.
On the left and right sides of the Chamber there are narrow corridors. The right one contains several displaying showcases with some precious artefacts that the githyanki collected in the monastery after founding the Crèche. The left one has a displaying case and several Decorated Barrels, too, but also two statues of Lathander. Both have spinning basements, and turning them to the correct position will open the passage to the Secret Chamber of the monastery, where the quest [[Find the Blood of Lathander]] might be finished.


In the Chamber the player will encounter the Inquisitor, Ch'r'ai W'wargaz, and his retinue, consisting of {{CharLink|Qu'th|Ardent Qu'uth}}, {{CharLink|Jhe'rezath|Ardent Jhe'rezath}}, {{CharLink|Kyrr'a'ath|Raider Kyrr'a'ath}}, and {{CharLink|Brelal'reth|Warrior Brelal'reth}}. Talking to Ch'r'ai will further Lae'zel's [[The Githyanki Warrior|companion quest]], as well as [[Discover the Artefact's Secrets]] quest.
In the Chamber there is Inquisitor, Ch'r'ai W'wargaz, and his retinue, consisting of {{CharLink|Qu'th|Ardent Qu'uth}}, {{CharLink|Jhe'rezath|Ardent Jhe'rezath}}, {{CharLink|Kyrr'a'ath|Raider Kyrr'a'ath}}, and {{CharLink|Brelal'reth|Warrior Brelal'reth}}. Talking to Ch'r'ai will further Lae'zel's [[The Githyanki Warrior|companion quest]], as well as [[Discover the Artefact's Secrets]] quest.


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