Rescue the Druid Halsin: Difference between revisions

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→‎Freeing Halsin: Fixed dangling participle about his conversation and edited for clarity.
(Removing statement about Halsin killing a third leader as it isn't able to be replicated in testing.)
(→‎Freeing Halsin: Fixed dangling participle about his conversation and edited for clarity.)
 
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{{PageSeo
|title=Rescue the Druid Halsin
|keywords=Halsin, Healer, Grove, Druid, Quest, Parasite, Goblin
|image=Save the First Druid Quest.jpg
|description=Rescue the Druid Halsin is a sub-quest of Act One's main quest, Find a Cure. It can be initiated after entering the Druid Grove by speaking with various Non-player characters about Halsin's disappearance.
}}
[[File:Save the First Druid Quest.jpg|thumb|Halsin is imprisoned by goblins.]]
[[File:Save the First Druid Quest.jpg|thumb|Halsin is imprisoned by goblins.]]
'''Rescue the Druid Halsin''' is a sub-[[quest]] of [[Act One|Act One's]] main quest, [[Find a Cure]]. It can be initiated after entering the [[Druid Grove]] by speaking with various [[Non-player Character|Non-player characters]] about [[Halsin|Halsin's]] disappearance.
'''Rescue the Druid Halsin''' is a sub-[[quest]] of [[Act One|Act One's]] main quest, [[Find a Cure]]. It can be initiated after entering the [[Druid Grove]] by speaking with various [[Non-player Character|Non-player characters]] about [[Halsin|Halsin's]] disappearance.
 
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{{SpoilerWarning}}
{{SpoilerWarning}}
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==Objectives==
==Objectives==
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
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== Entering the Goblin Camp ==
== Entering the Goblin Camp ==
There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the player can use to approach these, including by not limited to:
There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the player can use to approach these, including but not limited to:


* A full-frontal assault.
* A full-frontal assault.
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** Note, approaching from the North-Western path requires the player to figure out methods to deal with some sleeping guards (who can be woken if jumping character land near them). A [[Silence]] spell can effectively cover this.
** Note, approaching from the North-Western path requires the player to figure out methods to deal with some sleeping guards (who can be woken if jumping character land near them). A [[Silence]] spell can effectively cover this.


Once the player successfully bypasses the check-points and enters the camp proper, they are free to partake in the camp activities, converse with the partying Goblins, and take on various side quests (more information on the [[Goblin Camp]] page). Specifically for this quest, we must continue and venture into the interior of the temple.  
Once the player successfully bypasses the check-points and enters the camp proper, they are free to partake in the camp activities, converse with the partying Goblins, and take on various side quests (more information on the [[Goblin Camp]] page). Specifically for this quest, we must continue and venture into the interior of the temple.


== The Shattered Sanctum ==
== The Shattered Sanctum ==
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At the start of the fight, the Goblin youths that were harassing Halsin try to make a break and call for assistance. If they are successful, they draw in the guards outside the doors - [[Sharp-eye Neem]], [[Sharp-eye Eef]], and [[Sharp-eye Nass]].
At the start of the fight, the Goblin youths that were harassing Halsin try to make a break and call for assistance. If they are successful, they draw in the guards outside the doors - [[Sharp-eye Neem]], [[Sharp-eye Eef]], and [[Sharp-eye Nass]].


Once freed, Halsin offers to join up with the player's party as a temporary companion. He explains that he came here with a group of adventurers to learn more about the mind flayer tadpoles, but that he was captured. He says that the leaders of the Note, accepting his offer turns the entire camp hostile. If Halsin's offer is rejected, he remains in the worg pens until the leaders are taken care of.
Once freed, Halsin explains that he came here with a group of adventurers to learn more about the mind flayer tadpoles, but that he was captured. He says that the leaders of the Goblins are planning to assault the grove and offers to join up with the player's party as a temporary companion to escape.
 
NOTE: Accepting his offer turns the entire camp hostile. If Halsin's offer is rejected, he remains in the worg pens until the leaders are taken care of.


=== Priestess Gut ===
=== Priestess Gut ===
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=== Back in the Worg Pens ===
=== Back in the Worg Pens ===
Return to the Worg Pens and report to Halsin on the leaders' defeat. He is grateful and willing to answer many questions about his knowledge of the tadpoles as well as the strange movements of Absolutists at Moonrise Towers. He tells the party to return to the Druid Grove and he will meet them there. Return to the Sacred Pool area, where Halsin confronts Kagha about her actions. He will either demote her status to an initiate or cast her out entirely, depending on if [[Investigate Kagha]] was completed.
Return to the Worg Pens and report to Halsin on the leaders' defeat. He is grateful and willing to answer many questions about his knowledge of the tadpoles as well as the strange movements of Absolutists at Moonrise Towers. He tells the party to return to the Druid Grove and he will meet them there. Return to the Sacred Pool area, where Halsin confronts Kagha about her actions. He will either demote her status to an initiate or cast her out entirely, depending on how/if [[Investigate Kagha]] was completed.


=== Claiming the Rewards ===
=== Claiming the Rewards ===
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* 3 [[Potion of Animal Speaking|Potions of Animal Speaking]], 2 [[Potion of Greater Healing|Potions of Greater Healing]], [[Wyvern Toxin]], and [[Elixir of Poison Resistance]]
* 3 [[Potion of Animal Speaking|Potions of Animal Speaking]], 2 [[Potion of Greater Healing|Potions of Greater Healing]], [[Wyvern Toxin]], and [[Elixir of Poison Resistance]]
* Halsin joins camp, and can become a potential companion in Act Two.
* Halsin joins camp, and can become a potential companion in Act Two.
== Companion approval ==
* Release Halsin from the worg pens: {{Approval|Shadowheart|0}} {{Approval|Wyll|0}} {{Approval|Karlach|+1}}


== Notes ==
== Notes ==
* Once Dror Ragzlin is killed, the entire camp, inside and out, becomes hostile.
* Once Dror Ragzlin is killed, the entire camp, inside and out, becomes hostile.
* Traveling to [[Mountain Pass]] and back causes Halsin to die, concluding this quest. This happens even if the party avoids any long rests during the transition, either forced or voluntary.


{{NavQuests}}
[[Category:Quests]]
[[Category:Quests]]
[[Category:Main Quest]]
[[Category:Main Quest]]
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