Here is Rebutara Pass. There will be large skeletons within immediate view. A Survival check of 13 reveals that they come from unusually large quadrupedal lizards. You can sneak up to them undetected with a Stealth check of 10, and discover that decorations are placed inside the skulls.
Several more options become available if you approached the skeletons with Stealth:
A Survival check of 10 reveals footprints of both Boars and Kith.
A Religion check of 12 reveals that a human sacrifice has been performed here.
A History check of 10 will reveal the place to be a Huana cultural site.
A Streetwise check of 8 can reveals coffins, leading in turn to the acquisition of a Rope and Grappling Hook, and quite a bit of money.
A Stealth check of 18 can get you through the Pass without alerting the nearby Huana party.
You will encounter a group of Huana if you either approach directly, or fail the second Stealth check. They are led by Hateno, and include an Orlan named Sceabdel as well as several Razorback Boars. Two of those Boars are very large. You can choose the Aggressive option to attack them. They won't leave any special loot though.
There are multiple ways to convince them to let you pass without a fight:
You can make an Intimidate check of 16 right away to convince them to let you pass.
Tell them you either killed the Druid of Maje Island or show them the Wise Teeth Necklace, followed by an Intimidate check of 14.
Indicate you don't want to fight, and then select the Diplomacy option. It only works if the Watcher can make an unassisted Survival check of 14.
You can tell them you healed the Green Lady of Motare O Kozi, but only if you completed The Last Sanctuary Quest in a way that healed the Rotting Lady into the Green Lady.
A Watcher who is either a Ranger or has the Hunter background can talk them down.
Here is the Huaba Maha Depths. A History check of 12 will reveal the jaguar statues as being of Huana origin, while a Mechanics check of 14 will reveal harmless traps that are no longer functional.
An Athletics check of 10 by everyone, or using a Rope of Grappling Hook from either the side of the well or one of the jaguar statues will get the party safely to the bottom. That will bring the party inside the Temple of Toamowhai, but at #13.
Here is Hiuahariki Rise. There is a Proving Stone at the bottom of the hill. Muatu will explain its significance to you, while a History check of 6 confirms what he says.
You can simply take the Proving Stone and leave if you want to keep your options open. That will result in a Large Engraved Stone in your inventory, which you can use here later if you want.
You have some options for getting it up the hill:
Having two characters push it uphill. It works, but with both characters getting the Fatigued (-5 Accuracy, -10 all Defenses, -15% Maximum Health) Injury.
Using a Rope of Grappling Hook. One character will need to make a Might check of 16. A second character will have to help the first character. And then both characters need to make Might checks of 14 to get the Stone up the hill. This also results in Fatigued for both characters.
A Chanter can use the "If Their Bones Slept Under That Hill" invocation, and the skeletons will get the Stone up the hill.
If any character has a spell that summons a Might-based creature, like the Chanter's "Oh but Knock not on the Door" Ogre-summons, the summons can get the Stone up the hill.
There will be a pedestal at the top of the hill. A Religion check of 10 and/or a Mechanics check of 12 can provide additional information about it. Place the Proving Stone on the pedestal to open the entrance to the Temple of Toamowhai.
Here is Pingaka Ravine, which is basically an unstable bridge that you'll need to cross in order to progress the Quests mentioned just above.
You can safely cross it without checking the condition of the bridge itself as long as the Watcher can make a Resolve check of 12 and a Dexterity check of 14, and then everyone in the party can make an assisted Athletics check of 8.
Examining the bridge offers multiple opportunities to gauge its condition through skill checks. A Survival check of 13 indicates that the rope of the bridge can't hold up much weight. A Stealth check of 15 indicates that the wood is not of the sort that a scout would want to quietly cross over. A Mechanics check of 12 suggests that the bridge can be reinforced.
Searching for an alternative pathway, after making either a Mechanics check of 14 or a Survival check of 14, indicates that there's no way forward but over the bridge.
If you attempt to cross without reinforcing the bridge, and after making any skill checks that determine the bridge's condition, you can cross. The difference is that you only need to make the Dexterity and Athletics checks. You won't need to make the Resolve check.
You can attempt to reinforce the bridge through your own labor. It takes two days, and your party members will end up Fatigued. But you can cross without any more skill checks.
You can reinforce the bridge with certain spells, like the Wizard's Binding Web or the Druid's Tanglefoot. You can then cross without any more skill checks.
Here is Whakupoko Lowveld. It starts off as a scene of several Kith lying dead and partially devoured. An initial Survival check of 10 reveals both Kith and Beast tracks. A Survival check of 13 that examines the Beast tracks will reveal that they were made by a Stelgaer. A Survival check of 12 that focuses on the Kith tracks will reveal an Orlan among them.
You could from the outset move into the field. An Insight check of 13 will suggest you are being tracked by predatory animals. Approaching them openly will lead to a fight against a Great Stelgaer along with a few Savage Panthers and Savage Tigers. Defeating them leads to obtaining the Cindershard, which is relevant to The Slaying Face Quest. Alternatively you make a Stealth check of 9 to hide from them. From there, you can either attack them from Stealth mode or make a Sleight of Hand check of 15 to steal the Cindershard and leave without a fight. Making an Athletics check of 11 to run for the line of trees won't put you in Stealth mode, but it will give you the choice of either attacking them openly or making the Sleight of Hand check of 15 to steal the Cindershard.
The other two pathways are to follow the Beast tracks if you made the Survival check of 13, or follow the Kith tracks if you made the Survival check of 12.
Making another Survival check of 15 after following the Beast tracks leads to discovering Stelgaer droppings. The party member who made the discovery may suggest patting the droppings on yourself in an effort to disguise your scent. You can vehemently reject the suggestion to earn Passionate disposition, or use the droppings on yourself and earn Rational and Stoic disposition. I'm not sure if that leads to any tangible benefit. From there you can either look for whatever made the tracks, which leads to the same options for the Great Stelgaer as described above, or you can instead follow the Kith tracks.
Make a Survival check of 13 after following the Kith tracks to find another scene of carnage, and two trails branching off. Examining the scene obtains 92cp, an Exceptional Dagger, an Exceptional Crossbow, and a Potion of Moderate Healing. An Explosives check of 9 reveals that somebody tried to use Sparkcrackers as a distraction. Using your Watcher powers to detect spirits won't lead to anything.
Following the trail of the unwounded Kith reveals a body at the bottom of the cliff. An Intellect check of 9 reveals that he fell off the cliff. Searching his corpse obtains an Exceptional Arquebus, 49cp, a few Sparkcrackers and some Candied Nuts. You can then backtrack and follow the trail of the wounded Kith.
Following the trail of the wounded Kith leads to finding a mortally wounded Dwarf. Discovering him means from that point onwards you'll always have the option to search for the creatures that wounded him, which will lead to the same Stealth or Sleight of Hand or battle options against the Great Stelgaer as described above.
Examining his wounds leads to a few more options. Using a Priest spell to try and heal him won't do him any good. You can use the Cruel option to force him to scream and draw the creatures out, which leads to the same options against the Great Stelgaer but may also earn disapproval from at least some of your companions.
You can make a Survival check of 15 if you also have a Rope and Grappling Hook in your inventory to construct a snare. Follow up by lying in wait. If you let the animals come to the snare, it will trap the Great Stelgaer and cause the other cats to flee. Trying to calm and soothe it won't accomplish anything. You can kill it with weapons while trapped, or use an offensive damaging spell to kill it outright, in order to get the Cindershard. You can also have a character make an Athletics check of 11 to get the Cindershard out of its back without fighting it. You can at that point either kill it, or release the snare and let it run away.
You can also have a character make a Mechanics check of 13 to construct a Burn Trap. Lie in wait and let the cats get themselves caught. From there you can attack them, but it just starts combat against them without any apparent advantage. You can also sneak up on them with a Stealth check of 9 to attack them from Stealth mode. You can also use an offensive damaging spell to kill them outright while they're in the trap. Any of these options will get you the Cindershard. Using the Druid's Charm Beasts or the Cipher's Domination powers won't accomplish anything.
Whahemi, the spirit of the Slayer Face, will speak to you after you obtain the Cindershard.
Here is Kohatekana Expanse. A Survival check of 11 will reveal that the trails are rarely used. There will be a trail on the left and a trail on the right. It won't matter at this point which one you take.
Go further, and you again have trails that branch left and right. But now there will be a statue as well. A History check of 10 can identify it as a rendition of the Seeker. Examining the statue will allow you to see that either its left or right eye socket is empty, while the other socket has a stone in it.
Taking the trail in the same direction as the empty eye socket (e.g., taking the right trail when the right socket is empty) leads to a party member getting kidnapped. You'll also be brought back to the start of the Expanse which will undo any progress you may have made. A party member will get kidnapped each time you take the wrong trail. Getting your party members back means finding the cave at the heart of the Expanse. If you leave the Expanse while any party members have been kidnapped, those party members will die permanently.
Taking the trail in the same direction as a full eye socket (e.g., taking the left trail when the left eye socket has a stone in it) means coming closer to the cave. It also avoids any party members getting kidnapped. So the process is one of examining the statue and seeing which eye socket has a stone in it, and then taking the trail that matches with the full eye socket, rinse and repeat.
Taking the correct trail enough times brings you to a point where there are left and right trails, but now also a central trail. Taking the left or right trails lead to a kidnapped party member and starting over. Taking the central trail means the passage of 12 hours (and canceling of any Resting bonuses in place), and entering the cave.
You'll then have to fight a pair of Dire Weavers and several Dire Weaverlings. The Dire Weavers shoot single-target webs that both cause damage and Paralyze. They can also teleport backwards periodically. They also explode into four Dire Weaverlings when killed.
Click on the soul energy in the middle of the cave after the battle is over. You will obtain The Sought Skull and speak with the spirit of Aexica. The Skull is relevant to The Seeking Face Quest.
Here is Tiebe o Waiapu. A red light in the distance will constantly beckon the Watcher onwards. Some of the skill checks during the scripted interaction are easy enough, especially early. But inevitably each party member besides the Watcher is going to end up both Injured and in a situation where he or she has to be left behind. That will be signified by an hourglass symbol and the "busy" designation appearing over that party member's portrait during the scripted interaction. What is also inevitable is that the process will take at least several hours, thus ending any Resting bonuses you may have in place.
It is only after all members are "busy" and forced to stay behind that the Watcher reaches the final cliff in the scripted interaction. The Watcher can either climb the cliff with a Constitution check of 14, or use a Rope and Grappling Hook with an Athletics check of 6. The latter action reduces the Constitution check needed to climb the cliff to 10.
Reaching the top of the cliff leads to an encounter with a Razorback Sow. The objective is to get the Crimson Crystal from it. You can:
Attack it off the bat. Your party members will gradually catch up and join you. You can loot it from its dead body afterwards.
Make an Intimidate check of 7 to scare it away and leave the Crimson Crystal behind.
Make a Diplomacy of 5. You can now pet it, although I don't think that provides any tangible benefit. You can either take the Crimson Crystal from it without struggle, or kill it for the Crimson Crystal and earn Aggressive and Cruel disposition at the same time.
Feed it an Orlan's Cradle. You'll again have the same options to pet it, take the Crimson Crystal without incident, or kill it to take the Crimson Crystal and earn Aggressive and Cruel disposition.
Try to feed it Pork. Doing so will provoke it into attacking you. You can loot the Crimson Crystal from its body afterwards.
Make either an Alchemy check of 6 or a Survival check of 8 to feed it Huana Mahe. The latter option earns Shady disposition. The Sow dies from poisoning, and you can loot its body for the Crimson Crystal.
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