Andorn
More actions

“Be ready for anything. I told you this wouldn't be easy...„
Involvement edit
Act One edit
The party can speak with Andorn through the door from outside the Chapel Entrance at X: 284 Y: 372. If he feels threatened while speaking to the party through the door, he tries to bluff, claiming that he has much stronger allies inside. If informing him that Gimblebock's group has fled, he is unsurprised, even describing them as "a bit soft".
The party can convince Andorn to open the door by impersonating Gimblebock or claiming he is injured:
- [BARD] [GNOME] [PERFORMANCE] Yes, it's me. Lemme in! (DC 5)
- [NON-BARD] [NON-GNOME] [PERFORMANCE] Yes, it's me. Let me in! (DC 10)
- [DECEPTION] Gimblebock triggered some trap. He needs help - now! (DC 10)
If Andorn opens the door for the party, entering the room causes him to become hostile and Sleight of Hand check, he leaves a blast mine trap at the entrance and informs the other looters of the party's presence. All bandits in the Refectory are prepared for combat.
. If the party fail to convince Andorn to open the door and enter via lockpicking by passing a DC 7Alternatively, if approaching Andorn from within the Refectory ruins, he assumes the party members are after the same loot that his crew is, and becomes instantly hostile. He calls his allies for help.
Combat edit
Attacks and abilities edit
Difficulty changes edit
- Andorn cannot make attacks of opportunity in Explorer difficulty.
- On Balanced difficulty and below, Andorn's attacks cannot critically hit.
Loot edit
Related quests edit
External links edit
- Andorn on the Forgotten Realms Wiki