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Emerald Grove: Difference between revisions

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→‎Emerald Grove ramparts: specified burial site instead of clearing so it's more easily identified; fixed grammar
(→‎The Hollow: removed part abt hollow being northwest of the overall emerald grove to limit confusion; kept relative directions from ramparts and sacred pool instead)
(→‎Emerald Grove ramparts: specified burial site instead of clearing so it's more easily identified; fixed grammar)
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=== Emerald Grove ramparts ===
=== Emerald Grove ramparts ===
[[File:Silvanus' Grove SW.png|thumb|The Emerald Grove's defensive ramparts.]]
[[File:Silvanus' Grove SW.png|thumb|The Emerald Grove's defensive ramparts.]]
The entrance to the Emerald Grove is protected by a gate that can only be opened with a nearby winch. The winch is located on the ramparts above the gate next to a war horn that {{SAI|Rally|rallies}} defenders if the Grove is under attack. Several Tieflings have set up camp west of the ramparts. If any Tieflings die during the events of Act One, their burial remains may be found in the small clearing by the camp at {{Coords|180|445}}.
The entrance to the Emerald Grove is protected by a gate that can only be opened with a nearby winch. The winch is located on the ramparts above the gate next to a war horn that {{SAI|Rally|rallies}} defenders if the Grove is attacked. Several Tieflings have set up camp west of the ramparts. If any Tieflings die during the events of Act One, their remains may be found in the burial site by the camp at {{Coords|180|445}}.


When the party arrive at the Emerald Grove, they find {{CharLink|Aradin Beno|Aradin}}, {{CharLink|Barth}}, and {{CharLink|Remira}} rushing toward the gates, pursued by a band of Goblins. The Goblins kill the gatekeeper {{CharLink|Kanon}}, trapping the three adventurers outside and forcing them and the party into combat. {{CharLink|Wyll}} enters the fray, leaping from the ramparts to help defend the Grove. If all allied defenders survive, [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|No One Left Behind]] is awarded for those with the [[Soldier]] background.
When the party arrive at the Emerald Grove, they find {{CharLink|Aradin Beno|Aradin}}, {{CharLink|Barth}}, and {{CharLink|Remira}} rushing toward the gate, pursued by a band of Goblins. The Goblins kill the gatekeeper {{CharLink|Kanon}}, trapping the three adventurers outside and forcing them and the party into combat. {{CharLink|Wyll}} enters the fray, leaping from the ramparts to help defend the Grove. If all allied defenders survive, [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|No One Left Behind]] is awarded for those with the [[Soldier]] background.


Upon entering the Grove, several Tieflings gather atop the ramparts, mourning the death of Kanon. If the party head to the ramparts immediately, they can speak with his sister {{CharLink|Arka}}. Regardless of whether the party interact with her, Arka will rush to the [[Makeshift Prison]] with {{CharLink|Memnos}} in close pursuit.
Upon entering the Grove, several Tieflings gather atop the ramparts, mourning the death of Kanon. If the party head to the ramparts immediately, they can speak with his sister {{CharLink|Arka}}. Regardless of whether the party interact with her, Arka will rush to the [[Makeshift Prison]] with {{CharLink|Memnos}} in close pursuit.


On the path leading into [[The Hollow]] within the Grove, Aradin and {{CharLink|Zevlor}} argue about the missing First Druid Halsin and the pack of Goblins that attacked. The party can decide whether to intervene. Aradin's later location will vary depending on this outcome. After the argument, Zevlor thanks the party for defending the Grove and asks them to speak with |Kagha to prevent the {{SmRarityItem|Rite of Thorns|override_icon=BOOK Generic Druid Rite Unfaded Icon.png|override_rarity=1}}. This initiates {{Quest|Save the Refugees}}. If the party has not yet initiated the subquest {{Quest|Get Help from Healer Nettie}}, they may learn of {{CharLink|Nettie}} through Zevlor, which adds this subquest under {{Quest|Find a Cure}}.
On the path leading into [[The Hollow]] within the Grove, Aradin and {{CharLink|Zevlor}} argue about the missing First Druid Halsin and the pack of Goblins that attacked. The party can decide whether to intervene. Aradin's later location will vary depending on this outcome. After the argument, Zevlor thanks the party for defending the Grove and asks them to speak with Kagha to prevent the {{SmRarityItem|Rite of Thorns|override_icon=BOOK Generic Druid Rite Unfaded Icon.png|override_rarity=1}}. This initiates {{Quest|Save the Refugees}}. If the party has not yet initiated the subquest {{Quest|Get Help from Healer Nettie}}, they may learn of {{CharLink|Nettie}} through Zevlor, which adds this subquest under {{Quest|Find a Cure}}.


Near the main entrance of the Grove, {{CharLink|Nadira}} can be found on the hill east of the ramparts at {{Coords|242|451}}. She is being stalked by a {{CharLink|Bugbear Assassin}} and will be murdered if the party fail to rescue her. Interacting with Nadira's telescope provides the party with a glimpse of a nearby [[Red Dragon]].
Near the main entrance of the Grove, {{CharLink|Nadira}} can be found on the hill east of the ramparts at {{Coords|242|451}}. She is being stalked by a {{CharLink|Bugbear Assassin}} and will be murdered if the party fail to rescue her. Interacting with Nadira's telescope provides the party with a glimpse of a nearby [[Red Dragon]].


From Nadira's location on the east hill, a path winds north from the hill toward an elevator to the [[Sacred Pool]]. However, this elevator is initially blocked by {{CharLink|Tuffet}} the bear, who must be convinced to move. Near the upper level of the elevator is an aggressively territorial squirrel named {{CharLink|Timber}} at {{Coords|239|467}}. The party can decide whether to placate or kill the squirrel. If the player character is [[The Dark Urge|Dark Urge]], they will automatically punt the squirrel into the nearby rocks, with lethal consequences. The Dark Urge can only control this choice if {{SAI|Speak with Animals}} is active. Killing Timber in this way awards [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Indulge Thine Appetites]] for the [[Haunted One]].
From Nadira's location on the east hill, a path winds north from the hill toward an elevator to the [[Sacred Pool]]. However, this elevator is initially blocked by {{CharLink|Tuffet}} the bear, who must be convinced to move. Near the upper level of the elevator is an aggressively territorial squirrel named {{CharLink|Timber}} at {{Coords|239|467}}. The party can decide whether to placate or kill the squirrel. If the player character is the [[The Dark Urge|Dark Urge]], they will automatically punt the squirrel into the nearby rocks, with lethal consequences. The Dark Urge can only control this choice if {{SAI|Speak with Animals}} is active. Killing Timber in this way awards [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Indulge Thine Appetites]] for the [[Haunted One]].


=== The Hollow ===
=== The Hollow ===
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