Free Orpheus: Difference between revisions

Jump to navigation Jump to search
→‎Escaping Hell: combat link
(→‎Stealing the Hammer: Paragraph 3 - "If Karlach is in the party, she will point out that the artifacts are genuine without the need for a check.")
(→‎Escaping Hell: combat link)
 
(6 intermediate revisions by 5 users not shown)
Line 114: Line 114:
If the party completed [[Break Yurgir's Contract]] without killing him in Act Two, then he appears at camp to offer advice. He tips the party off to Helsik in the Lower City.
If the party completed [[Break Yurgir's Contract]] without killing him in Act Two, then he appears at camp to offer advice. He tips the party off to Helsik in the Lower City.


The party can also randomly stumble upon Helsik by exploring the [[Lower City]] and entering the Devil's Fee. Helsik will initially sell a number of magical items without revealing her true work. The party can learn about this fact by walking around. Several items in the shop trigger Arcana checks which, if succeeded, reveal they are genuine artifacts from hell. These items are the Monster's Skull (X:-43, Y:3), another Monster's Skull (X:-47, Y:2), and infernal gems (X:-25, Y:5). If [[Karlach]] is in the party, she will point out that the artifacts are genuine without the need for a check. After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist.
The party can also randomly stumble upon Helsik by exploring the [[Lower City]] and entering the [[Devil's Fee]]. Helsik will initially sell a number of magical items without revealing her true work. The party can learn about this fact by walking around. Several items in the shop trigger Arcana checks which, if succeeded, reveal they are genuine artifacts from hell. These items are the Monster's Skull (X:-43, Y:3), another Monster's Skull (X:-47, Y:2), and infernal gems (X:-25, Y:5). If [[Karlach]] is in the party, she will point out that the artifacts are genuine without the need for a check. After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist.
 
Alternatively, if the party breaks into the upstairs part of the shop, several items in locked chests as well as her diary on the table are items from hell which will enable the party to ask about her diabolism. If the party tries to access the upstairs area, they should carefully note the trap on the landing which will periodically cast Fireball when triggered. This trap can be disarmed by simply placing any water or wine into the imp's head on the right side. Another way to access the upstairs is by entering through one of the building's upstairs balconies.


=== The Devil's Fee ===
=== The Devil's Fee ===
Line 120: Line 122:


[[File:Hell Circle Order.jpg|thumb|The placement of the ritual items in the circle.]]
[[File:Hell Circle Order.jpg|thumb|The placement of the ritual items in the circle.]]
Striking a deal with Helsik, she gives the party all the tools needed to open a portal to Hell. This includes a [[Grimoire Bound in Imp Skin]], [[Opening a Gate to Hell]], and a [[Ritual Pouch]] with all the necessary items. Go upstairs in the Devil's Fee to find a circle in blood. Read the Grimoire Bound in Imp Skin to learn the ritual, then place the ritual items in the correct areas. Starting from the point closest to Helsik's diary and going counter-clockwise:
Striking a deal with Helsik, she gives the party all the tools needed to open a portal to Hell. This includes a [[Grimoire Bound in Imp Skin]], [[Opening a Gate to Hell]], and a [[Ritual Pouch]] with all the necessary items. Go upstairs in the Devil's Fee to find a circle in blood. Read the Grimoire Bound in Imp Skin to learn the ritual, then place the ritual items in the correct areas. Starting from the point closest to Helsik's diary and going clockwise:


* Skull (X:-35, Y: 6)
* Skull (X:-35, Y: 6)
Line 159: Line 161:
After leaving the Archive, the residents of the House of Hope turn hostile, including the Debtors and several Hell Spheres. One the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet (X:-6482, Y:2977) to heal.  
After leaving the Archive, the residents of the House of Hope turn hostile, including the Debtors and several Hell Spheres. One the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet (X:-6482, Y:2977) to heal.  


Return to the entrance where the portal is located. Unfortunately, Raphael, Yurgir, and Korrilla are there waiting. Raphael, enraged, will state that the deal is over and that none of the party is getting out alive. Yurgir can be convinced to switch sides with a persuasion check (DC 30 if he was killed in Chapter Two), or he automatically switches sides if he helped the party find the House of Hope in the first place. Yurgir never joins the party if he was convinced to kill himself in Chapter Two.
Return to the entrance where the portal is located. Unfortunately, Raphael, Yurgir, and Korrilla are there waiting. Raphael, enraged, will state that the deal is over and that none of the party is getting out alive. Yurgir can be convinced to switch sides with a persuasion check (DC 30 if he was killed in Chapter Two), or he automatically switches sides if he helped the party find the House of Hope in the first place.
 
{{main|Raphael/combat}}


=== Freeing Orpheus ===
=== Freeing Orpheus ===
Line 166: Line 170:
The party must bide their time until they are ready to undertake [[Confront the Elder Brain]]. After obtaining all the Netherstones, the party learns that the Elder Brain dwells within the [[Morphic Pool]] underneath the city. The party takes a boat north of the Temple of Bhaal waypoint to get there and faces the Brain head on. The brain has evolved into a Netherbrain and the party faces a number of increasing difficult stat checks to fight against it. Regardless of what the party does, the brain is simply too powerful, and the Emperor steps in to save them by bringing everyone inside the Astral Prism.
The party must bide their time until they are ready to undertake [[Confront the Elder Brain]]. After obtaining all the Netherstones, the party learns that the Elder Brain dwells within the [[Morphic Pool]] underneath the city. The party takes a boat north of the Temple of Bhaal waypoint to get there and faces the Brain head on. The brain has evolved into a Netherbrain and the party faces a number of increasing difficult stat checks to fight against it. Regardless of what the party does, the brain is simply too powerful, and the Emperor steps in to save them by bringing everyone inside the Astral Prism.


the Emperor states that only an illithid can hope to take down the Netherbrain in its current form and that the illithid must consume the power of Prince Orpheus in order to succeed. As an illithid, the Emperor says he can do this, and asks the Netherstones be relinquished to him.
The Emperor states that only an illithid can hope to take down the Netherbrain in its current form and that the illithid must consume the power of Prince Orpheus in order to succeed. As an illithid, the Emperor says he can do this, and asks the Netherstones be relinquished to him.


If the party selects:
If the party selects:

Navigation menu