Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
First time you TP you your camp with full group, you get Nere telling you that he will die VERY SOON.
2nd time you do that, you "complete the quest" along with message pop up telling you that. Nere dies, Duergar loot the place and leave without waiting for you.
Not a bug
First time I got to the location I left immediately and continued exploring the Underdark, and Nere didn't die. The game also lets you explore the forge freely without consequence. Seems like taking a trip to camp--which is presented as being IN the forge--in order to swap out party members shouldn't trigger some big time skip when nothing else does.
Also doesn't explain how some items disappeared.
The deurgar took them. They didn't disappear, and yes some quests are time sensitive based on long rests.
I'd understand if the quest failure was triggered by a long rest, but it's not. Simply going to camp *at all* will count as a failure. But *only* if you go to camp within the forge; I can freely go to camp outside of the forge without proccing a failure.
I still say it's screwy. I acknowledge I should have paid more attention to the journal updates, but I maintain the fail state isn't handled well and doesn't really make much sense. You have free access to explore the forge without risking a failure, and indeed *have* to in order to get the items needed to complete the quest, so it's very unclear what constitutes time wasted.
That seems odd because the game does have a method to differentiate a Long Rest from the "Go To Camp" option since certain NPC dialogues only play on Long Rest and not the latter.
Me: "I need to return to camp to get some things."
Friend: "You can't."
Me: "Why not?"
Friend: "Nere is going to die if we don't free him right away."
I ignored him, he was right. My misinterpretation of how the game would handle that zone was my own fault. Had my friend not made mention of it I'd of likely thought it was the game's fault, but he clearly saw it where I didn't.