Go to the Children of the Dawnstar at #3 in Port
Maje Harbor. The encounter with them is also an opportunity to
recruit a Priestess of Gaun (an aspect of Eothas) named Xoti.
Eder wants to talk to you after
the encounter with the Children. He'll let on that he'd like to catch up
with an old flame of his. The dialogue triggers the Quest.
Complete the Quest called A
Distant Light while you're there.
A young man named Bearn will afterwards be at #25 towards the
southeast corner on the map of Hasongo.
He'll reveal a few things. Elafa died a few years ago of a flu. He
himself has joined a sect called the Partisan of the Lighted Path, who
seem to have a rather apocalyptic interpretation of their faith to
Eothas. They are led by Gaderian Bosc, and Bearn lets on that he
intends to join them in their intended march alongside Eothas.
Now return to the Temple
of Gaun. A Priestess of Gaun named Ogne will now be at #2. She's a
member of the Partisans, and indicates that the Vanguard plan to join
Eothas by literally sailing out to him.
You can broach the subject of joining the Vanguard with her. A Bluff
check of 7, a Diplomacy check of 7, or a Religion check of 7 will get
her to reveal that a ship will soon be departing Queen's Berth.
If you don't make any of the skill checks, Ogne will be closed off to
accepting you into the Vanguard. Eder
will let on that he's worried about Bearn not being in his right mind.
If you leave The Sacred
Stair after that, you'll get attacked by Ogne and a few
followers. She'll leave behind the Crumpled
Itinerary, which reveals that the ship will soon leave Neketaka.
Now travel to Queen's Berth.
Make for the docks where you first arrived at #1. As you approach,
around where you may have first met Pallegina
at #8, Eder will express
frustration at the ship already leaving.
He'll insist on pursuing it immediately. He'll be thankful and remain in
the party if you accede to the request. He'll leave the party for good
if you refuse.
Now leave Neketaka on your own ship. Gaderian Bosch's ship, a
slow-moving Sloop, will be within view a little north and east of
Neketaka. You should be able to catch up with it easily. If you take too
long, everyone in the ship, Bearn included, will have committed suicide
by poisoning. That will conclude the Quest with an xp reward, although Eder will obviously be very
unhappy with the outcome. He'll still stay in the party though.
You'll have to fight a boarding battle with the crew once you catch up
to the ship. That means your other companions and sidekicks who aren't
in your core party, or ship crew if you didn't recruit enough
companions, will help you out in the battle. Click on the hold door to
go below-deck.
You'll now be in the hold of
the ship. All of the cultists have committed suicide by poisoning except
for Gaderian Bosch and Bearn. Eder
is obviously determined to prevent Bearn from poisoning himself. Trying
to stop him from drinking the poison involves a series of skill and / or
background checks. You'll be offered at least three opportunities.
The first round of possibilities are a Bluff check of 7, a Diplomacy
check of 7, or an Insight check of 7.
The second round of possibilities are a Diplomacy check of 8, a
Metaphysics check of 7, a Religion check of 7, or being a Priest of
Eothas.
The third round of possibilities are an Intellect check of 14, a Resolve
check of 14, or having the Philosopher background.
If you make a successful check at all three points, you will have talked
Bearn out of ingesting the poison then and there.
If you don't make a good check on any one of them, a fourth round of
possibilities comes into play. The options are an Intimidate check of 4,
a Perception check of 14, having the Mercenary background, or being a
Priest of Eothas. If you can make what amounts to a third successful
check at this point, you will have talked Bearn out of taking the
poison.
If Bearn taking the poison is still in play, Eder
will then make a plea to the rest of the party to help out. Certain
party members such as Aloth or
Pallegina will chip in.
That amounts to a successful round check. And if it amounts to three
successful checks, you will have persuaded Bearn not to take the poison.
Bearn will drink the poison if after all that you still do not have
three successful checks. But you can still save him through these
possibilities:
Two Survival checks of 6, one after the other, to induce Bearn to
vomit out the poison.
An Alchemy check of 6 that obliges Eder
to pour the ashes of his pipe down Bearn's throat.
If Bearn dies, Eder will again
be really upset, but he won't leave the party. He'll be greatly relieved
if you managed to avoid Bearn's death.
Eder will obtain Candlebearer
(+5 Will) if you persuaded Bearn not to drink the poison. Eder
will instead get Inner Glow (+1 Resolve) if Bearn dies, or if you
managed to save Bearn after he drinks the poison.
Bearn will now be on the deck of your ship. Sail back to and enter Hasongo. Eder and Bearn will share an awkward parting. That concludes the Quest, along with a 5,000+ xp reward.
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"Well, now, this is a fine turn of events. I haven't led a party since...well, since Uncle Scratchy turned sick with the pox and put me in charge. He just didn't trust the dwarf, you see. Hmmn...hopefully, this time works out better than the last..." -Jan Jansen, Baldur's Gate II