Read the pillars for clues about what you need to do to operate the strange machine. He will also tell you the history of his people, and that a helpful artifact can be found in the catacomb of Al Rashid. Enjoy the end cinematic. The Black Rune, Tyr's Vault Water Puzzle solution and the Grendels boss fight come towards the end of God of War PS4's main story.. Once all the levers are activated, the doors to the chamber will open. You have to rearrange the symbols of the Moon, Sun, and Midgard so that the correct wolf is devouring the correct celestial body. The other, however, contains a story titled "The Beggar's Love.". His attacker, known to most as the Father of Dragons, … If you win the contest, Rumgut will fall asleep--allowing you to grab the key to Becka's cage (and also his gloves of +3 concentration). Look into the birdbath, and you will see a pillar with an object on the floor nearby. Note that shadow evade and summon shadow, however, will continue to improve. Take the lift back down to the water to find a boat washed ashore behind the lift. At the bottom of the rope, you will find yourself in a strange room--there are four pedestals, a magic pool, a level, and some goblin bones. This page contains information on the tenth step of your Journey - The Black Rune - which will include paths to take, enemies to fight, and any collectibles you might find along the way. A note on henchmen: Henchmen work a bit differently in Shadows of Undrentide than they did in the original Neverwinter Nights. Take the passage on the left to a veritable hallway of death - two giant spinning saw blades move in and out, and there’s a tunnel to the right for Atreus to climb past. In a weapon rack in that same southeastern passageway, you'll find a shadow sword, a +2 two-bladed sword that does 1d8 damage and adds 1d4 acid damage. You can negotiate with him to supply wine to Musharak, as detailed above. Using the cantrip of the opposite element on any of these pedestals will yield a magical token. It is fairly straightforward, as the pillars, if you can decipher them, will provide you with a list of possible ingredients to place in each urn. You can, however, persuade Riisi to give you some items. Entrance B. It's easier just to take the damage and guzzle potions as you make your way around the circle. Inside the northwest chest, you'll find red dragon armor (+5 AC, 20 fire resistance, and 80-percent base item weight reduction). Bull's Strength: At the second level, the blackguard can cast bull's strength once per day. Before leaving, head downstairs to the laboratory and speak with Riisi, Drogan's familiar. You can also get him to leave by asking him if he had anything to do with Hol's death. Even in the frost-giant form the battle is fairly tough, but it is winnable. Quest: An Excess of Prophet Exit the community hall and head east. Be sure to loot both Trolls to get a Chaos Flame, Tartarus Rage - the Heavy Runic Attack for your Blades of Chaos, and some Hardened Svartalfheim Steel. Kill the warden and take his key. ALL RIGHTS RESERVED. Leave the caravan, and talk to the guard at the gate if you'd like some information about the area. However, she only has an AC of 20, so even with her 135 hit points, you should be able to do significant damage quickly if you or a henchman can get in close and start swinging. Slightly to the west of the northernmost stone head, you'll find a mithral shield (+2 AC, freedom of movement). Search the woodpile after leaving the herbalist's house and you will find the Ring of the Wolf, a fairly powerful magic ring for low-level characters, which provides +2 to your animal empathy skill and can summon a wolf. Abilities: Hit Dice: d8 Proficiencies: Simple Weapons, Light Armor Skill Points: 6 (Plus Intelligence Modifier Bonus). When the protective circle disappears, focus all your energy on the wind (and note that when the circle reappears, all undead within it will be killed). Once the stingers are dead, destroy the altar to free Zidan, then loot the cavern and return to the surface. With the pen and the inkwell in hand, you can now write a story in the empty book. The shadow lich is a third-level undead/14th-level wizard. Return to Nathan, and he will give you an amulet of natural armor +1. A. Nimaldor's Tomb B. Spider-Infested Tomb C. The Elven Warrior's Spirit D. Kobold Archer Ambush E. Kobold Hideout F. Secret Door G. Trap Mechanism. It is unknown when the Temple of Tyr was created, but through Tyr's leadership, all of the creatures in the Nine Realms had a hand in its creation. Read the marker at the entrance--it's a warning. You can talk to Gilford, the exhausted priest of Ilmater. It's a particularly good idea to stock up on cure critical wounds potions and any potions that enhance your primary statistics. Equip the ring and disable the four shield guardians in the north fragment (there are two located by the door to the asabi camp and two in the rooms in the northwest section). Ferran will also tell you about the shadow hart, and how he needs its horns to make medicine for his ailing wife. You'll eventually come to a large cavern with four smaller caverns at the corners. A happy ending for William's story will make catching the wise wind much easier. From First Floor B. Bloodied Altar C. Tentacle Beast D. North Lever E. East Lever F. South Lever G. West Lever. This last demand won't be enforced. When all the shield guardians are dead or disabled, return to Ashtara. The chest is located in the middle of the area. Head to the farther tall bridge to find one last Shatter Crystal to break that leads to a Hidden Chamber of Odin, hiding two Family Heirloom Artifacts, two of Odin’s Ravens and an imprisoned Valkyrie. You want to make a deal with Gishnak and convince him that you intend to kill J'Nah--he will offer the services of his gnoll soldiers when the time comes, but in exchange you must kill no more gnolls and not steal anything from them. Once the room is safe, speak with Ayala. Tyr’s Temple has two large areas inside (under) the temple — the two you visit during the story. Don't bother opening it unless you want some minor experience. Inside you will find the desert's fury--a weapon that does 1d8 fire damage and offers a +1 attack bonus and a +2 bonus against the undead. Return to Piper and give him the sword, and he will leave to join the guards. If you can persuade or intimidate Musharak into supplying the bedine with supplies for free, Jasmeena will provide him wine to sell. Note that if you attack the kobold before you have the baby, the baby will be killed. Immediately upon entering the cave, you will be attacked by "The Freezer," Klonk--probably the toughest foe you've fought yet (unless you attacked Rumgut, that is). J'Nah is a 12th-level sorcerer, and Quemozeng, her quasit associate, is a third-level outsider. Along the way, you can stop in the orc cave to kill some orcs (including a level-one humanoid/level-four ranger orc chieftain) for loot and experience. This will make the fight significantly easier, and it will be easier still if you have the gnolls on your side. Congratulations! Quest: The Kobold Prisoners The warden is not too tough, and you'll need to kill him for his key. The northeastern cell contains several captured kobolds. Though no single creature in the next room is much of a challenge, together they are fairly devastating. Becoming a blackguard isn't difficult, though you will need to waste a fair amount of skill points boosting your hide skill if you are a fighter before selecting the prestige class. You'll be fighting undead along the way. Heal Garrick and then speak with him. If you cast a spell for Talissica, she will give you a ring of protection +3. If you hurt the chief badly, he will surrender, at which point you can act as chieftain. D&D Beyond on January 18, 2006 at 12:35PM PST. Magical Pool C. Elemental Pedestal D. Water Elemental E. Fire Elemental F. Earth Elemental G. Air Elemental. The side rooms all contain random treasure, but be warned that opening a coffin or sarcophagus will often cause a monster to appear. Standing atop the structure is the hooded figure. Master Drogan will be revived, and you can proceed to the interlude. Just walk over to the ox pen, open the gate, and stand back. Don't bother exploring too thoroughly--just head down into the ruins. At the seventh level, it is increased to 2d6, and at ninth level, it is increased to 3d6. Quest: Fled Into the Crypt Once Ferran has told you about the crypt, this quest will begin. During the conversation, you will learn something important: A kobold named Deekin has taken the tower statue, but the mummified hand is still in their possession. You can receive some gold or a free reading as your reward. Heurodis is a sixth-level humanoid/18th-level wizard. Dark Blessing: Also related to his or her charisma, and also granted at the second level, this bonus ability adds the blackguard's charisma modifier to all saving throws. Persuade You'll do a lot of talking in Shadows of Undrentide. Evil characters take note. Some of the terminology used may seem foreign to someone who hasn't spent many late nights rolling 20-sided dice and eating slice after slice of stale pizza. He will attempt to tell you his story, but he cannot remember very much. If you watch your tongue, you can enlist the aid of the gnolls to help you fight J'Nah. Break that and the true fight begins. Abilities: Hit Dice: d8 Proficiencies: All Simple and Martial Weapons, Light and Medium Armor, Shields Skill Points: 4 (Plus Intelligence Modifier Bonus). Throw everything you have at the undead guardians. The latter option will adjust your alignment toward good. Notice the remnants of a large battle--gnoll and kobold corpses abound. Kill the zombies and speak with Ali Ibn-Musud. When the pillar puzzle is solved, the portal will open. When Link first arrives at the Temple's entrance, it is sealed shut. As you've probably noticed, she cannot be harmed. Go through the door and flip the lever to activate the poison trap, then grab one of the elven trap protective helmets from the nearby chest (the weapons racks contain a +1 longbow and a scroll of ghostly visage). Thus begins the Identifying the Crystal quest. This begins the J'Nah's Request quest. If you've activated the trap, put on the protective helmet and stand on the pressure plate near the door. The benefit of this shop, other than its low-level magic items, is that Szaren will give you a much better deal than Fiona. Paladins, druids, and good clerics will be attacked on sight. The priest burial room contains four coffins, each with some decent treasure. Find that pillar and press the button. To Hilltop Foothills B. Orc Cave C. Kobold Cave. Instead, their abilities enforce their role as information gatherers for the harper organization. Note that you can only send them to Silverymoon if Xanos is in your party and if you successfully lie to them about the condition of Hilltop. In the western passage at the far end, you will find three tombs. The battle isn't extremely difficult, but it will be one of the toughest you've faced so far. 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