Find the Githyanki Crèche

Find the Githyanki Crèche is a sub-Quest of Act One's main quest, Find a Cure. It can be initiated as soon as is rescued during Free Lae'zel if she joins the party. For the majority of Act One, this quest is directly connected to Lae'zel's Companion quest, The Githyanki Warrior. 
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==Objectives==
Objectives and journal entries may vary pending player decisions and outcomes.
== Walkthrough ==
As part of , Lae'zel is trapped in a cage and speaks telephatically with the party to let her out. If asked why they should do that, she states that she has a cure for the tadpole, but she will only share it if they set her free. Two tieflings, and discuss how their friend was nearly gutted by a squad of githyanki warriors. Assuming Lae'zel is with them, they intend to bring her back to the Druid Grove so that their leader can deal with her. The party can either kill them, or convince them to run away and let the party deal with Lae'zel.
Once Lae'zel is freed, she explains that the cure can be found at a githyanki crèche. They have a special device - a Zaith'isk - which can cure those infected by mind flayer tadpoles. Hearing that there is githyanki activity in the area, Lae'zel suggests they track down Zorru and see what he knows.
Zorru can be found in The Hollow, near the tiefling's storehouse. If the party speaks to him with Lae'zel in the party, he is instantly terrified that she has come to kill him. Regardless of the choices made, Zorru reveals what he knows if Lae'zel is around, as he's too scared to disobey. One of his friends was gutted in front of him, near the Mountain Pass. One of Zorru's friends can be found at the Blighted Village, labeled simply as a Dead Tiefling at . She is in the same room as the ogres. Using on her reveals that she too encountered githyanki in the mountains.
=== The Githyanki Patrol ===
The githyanki patrol is west across the Risen Road at . They are arguing with a group of Flaming Fists. Suddenly, a red dragon comes down from the sky and sets the fists aflame. If Lae'zel is in the party, she notes that the crèche must be near and runs ahead to meet with the patrol, temporarily leaving the party. Go with her to start a conversation with the dragon's rider, .
This conversation is complex, with multiple variations depending on whether Voss speaks with Lae'zel, a gith origin, or any other character. Each variation requires a different number of ability checks to avoid hostilities. This page focus on the path of least resistance, with or without Lae'zel.
==== Lae'zel Speaks with Voss ====
If Lae'zel is in the party, the encounter becomes much simpler.
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Choosing the first option allows Lae'zel to speak, and Voss reveals the search for a githyanki artefact. He asks if Lae'zel has seen anything like that. Choose the ability check:
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After the DC 10 check, another passive Deception check happens in the background using the player character’s Charisma (and deception proficiency if applicable). If Voss determines that Lae'ze is lying, he commands the patrol to attack.
If succeeding the check, Voss commands Lae'zel to go to the crèche and aid the search for the artefact before flying off.
==== Gith (or "Gith") Origin Speaks with Voss ====
If a githyanki origin, or a character is disguised as gith using , Voss asks what they are doing so far away from their crèche. If the character is accompanied by non-gith characters or those disguised as non-gith, he questions their company. If the player character is merely disguised as a gith, they must pass a or in order to earn the Kith’rak’s trust. This is also the case if the player character is actually a gith but has non-gith companions present. If a githyanki origin character is alone or accompanied by gith-only companions, there is no check.
If successful, he explains the search for the artefact and demand the party head to the crèche to join the hunt before flying away. Otherwise, the party must fight the patrol.
==== Non-Gith Origin Character Speaks with Voss ====
This is the most difficult path. If Lae'zel is not in the party, or the player character insists on speaking on her behalf, Voss asks why he should not run them through.
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Succeeding in any of the checks has Voss remaining neutral. He reveals the search for the artefact.
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Voss tells them to be silent while doing rapid hand gestures:
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Succeeding this check and choosing to resist the probing with another causes Voss to get frustrated at the uselessness of their thoughts. Otherwise, he learns they have a mind flayer tadpole and the githyanki become hostile. 
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Passing of any of these checks results in Voss letting the party live. He tells them to go to the crèche - ahead, at the Mountain Pass. Otherwise, Voss becomes suspicious that the party is infected with tadpoles or carries the artefact, then he flies off on his dragon and orders his soldiers to kill them all. Sarth , Raider , Raider , and Gish attack the party.
=== Accessing the Monastery ===
The Rosymorn Monastery is accessed from the Mountain Pass. The party must find the Cable Car Wheel at and pass a to summon the cable car. Then it is necessary to climb on the cable car and use the wheel to move towards the Monastery. If this does not work, there is an alternate path to reach the Monastery. Upon reaching the Monastery a cutscene triggers where a group of githyanki warriors shoot down some cultists. 
If not engaging those warriors in combat, the Rosymorn Monastery Doors are locked and magically enchanted, but there are several routes inside. For instance, there are broken windows that can be climbed through at west of the doors. Once inside, there are a some drunk Kobolds, who can be snuck past or killed. The party must move north to the giant crack in the wall. From here, it is neccessary to jump up the rocks to get higher up on the Monastery.
=== The Githyanki Crèche ===
From upper floor, the party must move north up the hall, jump across the gap to the east, and then move south, then east to find a set of crumbling stairs. After jumping past the gaps and following the stairs down, the party must move north to a barricade on the western wall, which must be destroyed to walk through. Moving north through the oak door, then west past the statue of Lathander, lets the party find a lever on the wall at , which opens the monastery doors; this makes reentering the monastery easier.
After moving west, and following the stairs to north, the party can reach the Monastery Basement at , where the Crèche Y'llek can be entered. The githyanki are suspicious to outsiders, but if she is in the party, Lae'zel can smooth the way without any checks. Alternatively the party can gain access by persuading, intimidating, or deceiving the guards.
=== The Infirmary ===
The infirmary is on the southwestern end of the crèche at . is in charge of Zaith'isk purification and research on the illithids. Speaking to her and revealing that the party is infected with tadpoles initiates the purification.
Passing a , reveals that the Zaith'isk is a synthesis of illithid anatomy and metal alloys. It hums with psionic energy hinting at paths into unknown minds and unseen planes. 
==== Origin Character Sits in the Zaith'isk ====
===== Stage one =====
If the player character sits on the zaith'isk, the device pulses and they feel utter agony, triggering an to seek the tadpole:
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===== Stage two =====
Unfortunately, the parasite only doubles down and burrows further, triggering . The Netherese magic within the tadpoles causes it to fight back again:
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===== Stage three =====
Finally, one last saving throw must be made:
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==== Lae'zel Sits in the Zaith'isk ====
Lae'zel insists on going first. The player character can insist that they go first because Lae'zel owes her success to them. 
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Selecting the following option and sticking to it results in Lae'zel turning hostile against the party along with the Ghustil:
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If telling Lae'zel to go ahead, she eagerly sits on the Zaith'isk, which grants . If Lae'zel is convinced to leave the machine at any stage, be it by trickery or persuasion, the player character gains .
===== Stage one =====
If the player character passes a passive check, they realize that the machine does not survive the procedure unscathed. The player charactewr feels Lae'zel's mind ripping and rupturing and can persuade Lae'zel to jump out of the machine as soon as the procedure starts with a persuasion check:
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Alternatively, if the player character fails the check or lets the procedure continue with the following options, this gives her the passive :
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===== Stage two =====
The player character sees a vision of past deceased githyanki and can try to convince Lae'zel to stop:
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Otherwise, they can do nothing or urge her to continue which give her the passive :
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===== Stage three =====
If Lae'zel is still in the machine, it is possible to persuade her to leave again. The difficulty is either 21 or 30, depending on the previous choices. Attempting to deceive her remains a .
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Failing the check, or allowing her to continue gives Lae'zel the passive :
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Alternatively, the party member can try to take control of the Zaith'isk and absorb its power to gain the passive themselves:
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==== Outcome ====
Even if all Saving Throws are succeeded, the Zaith'isk simply explodes. Stornugoss despairs at the loss of her life's work. If she thinks the parasite is still intact, she locks the party in the room and any attempt to escape causes the Infirmary to become hostile. If passing a to throw her off, then she tells the party to leave.
If the crèche is hostile, the party must fight their way to the infirmary. The ghustil also fights the party, meaning she is not available to guide the party to using the Zhaith'isk. Despite this, the scene plays out nearly identically to if she was there, but without her comments or the need to deceive her at the end.
=== The Kith'rak ===
If has not been spoken to as part of , then Lae'zel demands the party speak to her. She believes that the ghustil is corrupt and tampered with the Zaith'isk. The party can go to her and ask to see the Inquisitor, , as they believe someone in the crèche is a traitor. Regardless of what is said, she ignores it and says that she knows they have the artefact. She demands showing it to her. If refusing, she becomes hostile along with the other githyanki in the room. Otherwise, she locks the door and says the party must speak to the Inquisitor.
== Consequences ==
Using the zaith'isk can cause permanent debuffs to the character who entered it. Each failed saving throw results in a -2 to a stat. The first roll is wisdom, the second is intelligence, and the third is constitution. If Lae'zel goes into the zaith'isk, she also risks permanent debuffs. However, choosing to consume tadpoles eliminates the effect of the debuff.
A permanent buff known as Awakened can be gained by choosing "Draw on the zaith'isk's power, take it as your own" or succeeding all three saving throws and choosing any option except "Keep going. Complete the extraction." if the player character entered the zaith'isk.
== Companion approval ==
The Githyanki patrol on The Risen Road:
* Allow Lae'zel to speak 
* Speak instead of Lae'zel 
* Produce the artifact 
Outside Crèche Y'llek:
* Allow Lae'zel to talk past the initial githyanki guards outside the Crèche 
In the infirmary of Crèche Y'llek:
* Allow Lae'zel to use the Zaith'isk 
* Insist that you go first because Lae'zel owes her success to you 
* Ask if the extraction will hurt 
* Tell Lae'zel to endure 
* Convince Lae'zel to leave the Zaith'isk 
== Notes ==
* The githyanki patrol encounter can be avoided entirely by taking the Mountain Pass route by the Goblin Camp. This avoids the risk that the githyanki become hostile with the party, and they can proceed ahead to the crèche.
* If the party destroyed the crèche as part of Find the Blood of Lathander before visiting the infirmary, then the zaith'isk cannot be used.
* The infirmary holds three different that can be taken.
Category:Quests
Category:Main Quest