Tamriel Rebuilt:Warm to the Touch

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Help a restless spirit move on.
Quest Giver: Vaden Baro in Almas Thirr, Monastery of St. Veloth
Location(s): Almas Thirr
Prerequisite Quest: The Face Stealer
Reward: Robe of St. Meris
Reputation Gain: +1 (general)
ID: TR_m3_TT_SeeYou; TR_m3_TT_SeeYou_Arara; TR_m3_TT_SeeYou_Balver; TR_m3_TT_SeeYou_Dilale; TR_m3_TT_SeeYou_Kha; TR_m3_TT_SeeYou_Maladel; TR_m3_TT_SeeYou_Setisa
   

Quick Walkthrough[edit]

  1. Speak to Vaden Baro at the Monastery of St Veloth about sacred task and pacify a spirit.
  2. Travel to Drothril Ancestral Tomb.
  3. Use the Summoning Scroll in the room with the ashpit.
  4. You can either:
    • return to Morrowind by dropping the Drothril hand, and complete the quest by speaking to Vaden.
    • continue with your task to pacify the spirit in this strange realm.
  5. If pacifying, seek out Ienni Drothril in the Lord's Manor, in Lord District.
  6. Get all ghosts in the Lord's Manor to a high disposition, and raise the 'talk to them' topic with each one.
  7. Raise the 'pacify' topic with Ienni, and be harsh.
  8. Return to Vaden Baro after Ienni has agreed to move on to receive your reward.

Detailed Walkthrough[edit]

Speak to Vaden Baro. A supposed spirit is causing trouble at the Drothril Ancestral Tomb, which is situated on a cliff northwest of Roa Dyr. Ask about the topic 'pacify a spirit'. Vaden will give you a Summoning Scroll to draw it out, and a strange skeletal hand, oddly warm to the touch. He asks that you help the ghost, first and foremost.

Travel to the tomb. The tomb itself is populated by (non-hostile) ancestor ghosts. Once inside, drop the Summoning Scroll ("TR_m3_Kha_SY_Summon") in the room with the ashpit. You should be sure to have the Drothril Hand in your inventory when you do so. Three ancestor ghosts should appear to cast a spell. Once they have, leave the tomb.

Khalaan[edit]

Welcome to Khalaan.

You may exit this realm at any time, simply by removing the Drothril Hand from your inventory. You can then return to Vaden Baro, and the quest will complete - although the spirit will remain unpacified, and ways back to Khalaan will be limited. If you wish to continue on and pacify the spirit, however, you will need to journey through this pleasant little part of Oblivion.

Scorching Vale to Old Landing[edit]

You begin in the Scorching Vale. Travel across the bridges to the portal (a structure with a stone circle at the base and three standing stones), and activate it by right-clicking the base. You will arrive in Old Landing. The daedroth here, Thul Nadaa is friendly, and agreeing to its request will start the quest Flowers in the Dark - leaving Khalaan on subsequent visits can be achieved by talking to this Daedroth.

Your ultimate aim is the Lord District, where the restless spirit resides. The easiest route from Old Landing is northwest through the Gallery (guarded by two Scamps). At the other end of the gallery you will be able to enter St Delyn's Plaza. Alternatively, you can enter Vedas Manor, and attempt to make your way through the sewers (Old Landing > Vedas Manor > Sewers > Mothandil Manor > Lord District).

Traversing St Delyn's Plaza[edit]

Assuming you go the Gallery route, and end up in St Delyn's Plaza, then there are several hostile Daedra to deal with. The most notable is the Vermai. Kill (or run past) these, and then enter the Swallowed Passages to the north.

Moving through the Swallowed Passages[edit]

Approaching from the west, going through the first doorway will summon a Dremora behind you. After defeating it, you will reach a crossroads. Turning right leads to a dead end and a lava pool, with an ebony mace on the ruins in the pool. Proceeding straight on leads to a crossing over another, more lava-filled passage. A Flame Atronach inhabits this. You can either descend into the lava-filled passage for loot, or continue straight on, in which case a Dremora will appear behind you at the corner. On defeating this, you will be able to leave the Swallowed Passages and enter the Lord District.

The Lord District[edit]

A couple of the Daedra here will turn hostile on being spoken to, while the Vermai will attack on sight. Be talkative only if you're ready for a fight. Otherwise, enter the Lord's Manor, on the western side of the area. Find Ienni Drothril (one floor up) and speak to her about the 'pacify the spirit' topic, then the 'talk to them' topic.

You now need to talk to all ghosts in the building, ensuring that their disposition is high enough (at least 50, with the exception of the Indorils, who need higher). Begin with Setisa, on the ground floor, next to the trapdoor to the basement.

(It is possible to get or feel stuck at this next part. If this happens, open the console (`) and type "show TR_m3_Kha_SY_final" without quotation marks. This tracks your progress through this part of the quest. You need to get the progress above 150 before you can convince Ienni to go. Progress is increased by talking to all ghosts in the building - not just the ones below - but the progress only updates when you raise the 'pacify' topic with Ienni. Speak harshly to her once progress goes above 150, and she will agree to move on. Progress is tied to the disposition of all ghosts you have spoken to, including Ienni, so you want to get these as high as possible.)

Setisa Dorenil

Ensure a Daedra heart is in your inventory before speaking to Setisa Dorenil - plenty can be harvested from the Daedra around Khalaan. On receipt of the Daedra Heart she will promise to tell Ienni that she is happy to be left behind, and will warn you that you need to speak harshly to her.

Indoril Dilale

Indoril Dilale will shut you down quickly, even with a high disposition.

Maladel Helni

Speak to him twice, until your journal updates. You'll be getting nothing further out of him.

Indoril Balver

He will refuse to talk to you unless his disposition is above 50. When it is, select the 'talk to them' topic. Do not ask him how he justifies his decision unless you want him to attack you.

Arara Navur

Arara requires a potion of cure common disease. You can give her your own, or speak to Senera Verith in the Sanctum. Her insanity means that she will request this multiple times, but you only need to do it once.

Other Ghosts

Four more ghosts can be found on the ground floor, and one at the top of the first flight of stairs, but they will only agree to speak to you if their disposition is high enough.

Once Ienni has agreed to move on, you can choose to leave Khalaan (by dropping her hand). When you do, you will be teleported back to Drothril Ancestral Tomb. You can return now to Vaden Baro at the Monastery of St. Veloth in Almas Thirr to complete the quest, and be rewarded with the sacred robe of St Meris.

Quest Stages[edit]

The following Quest_ID and Index codes can be used with the Journal Console command to manually update the quest to a certain point.

Warm to the Touch (TR_m3_TT_SeeYou)
Index Finishes Quest Journal Entry
10 Vaden Baro wants me to investigate the Drothril Ancestral Tomb and pacify the spirit that supposedly caused a disturbance near it.
20 To reach Drothril Ancestral Tomb I need to travel to Roa Dyr. I should be able to see a tall mountain across the water to the northwest of the slave barracks; the tomb should be at the top of it. When I reach it, I am to read the summoning scroll provided to me to summon the spirit.
30 I have performed the ritual.
90 Finishes quest☑ I have returned to Nirn too early and will need to find another way to Khalaan if I want to accomplish my task in the future. Vaden Baro was however still interested to hear what I had to say, and will leave shortly for Necrom to report it to the Temple.
100 Finishes quest☑ I reported to Vaden Baro on my return to Nirn. He commended me for completing the task despite it being more difficult than expected and rewarded me. He will leave shortly for Necrom to report my findings to the Temple.
Warm to the Touch (TR_m3_TT_SeeYou_Arara)
10 I have spoken to Arara Navur, but all I discovered was evidence of her insanity.
20 Arara Navur has rewarded me for giving her the potion she needed.
Warm to the Touch (TR_m3_TT_SeeYou_Balver)
10 Indoril Balver has explained his reasoning behind the decision.
20 Indoril Balver has explained in detail, if with some confusion, his reasoning behind the decision.
50 Indoril Balver was insulted by my accusation and attacked me.
Warm to the Touch (TR_m3_TT_SeeYou_Dilale)
10 Indoril Dilale refused to discuss the matter with me, as she was insulted by the implications of my question. However, she still gave me some valuable information.
20 Indoril Dilale has spoken to me, and given me enough valuable information.
Warm to the Touch (TR_m3_TT_SeeYou_Kha)
1 I asked Ienni Drothril if she could think of any way I can return to Nirn. She said that I need to let go of her hand and let it fade.
10 The ancestral spirits cast a strange spell on me. I seem to be in the same tomb as before, but different somehow.
20 I have found Ienni Drothril. She must be the hand's owner.
25 I've tried to speak to Ienni Drothril, but she refuses to hear what I have to say. She spoke of the other ghosts a lot and suggested I talk to them.
30 Ienni Drothril suggested I start with the stronger spirits: Indoril Balver, Indoril Dilale and Setisa Dorenil. The rest should have less to say, but won't be an issue except for Arara Navur and Maladel Helni for whom she had no advice.
40 Finishes quest☑ I have convinced Ienni Drothril to move on. My task is complete.
60 Finishes quest☑ I've spoken to Ienni Drothril's ghost in her ancestral tomb and she thanked me for helping her by giving me a blessing.
Warm to the Touch (TR_m3_TT_SeeYou_Maladel)
10 I attempted to speak to Maladel Helni, but he refused to respond with anything other than angry grumbling.
Warm to the Touch (TR_m3_TT_SeeYou_Setisa)
10 I've spoken with Setisa Dorenil. She demanded a Daedra heart in exchange for her assistance.
20 Setisa Dorenil put a curse on me.
30 I have brought Serisa Dorenil the Daedra heart, and she provided advice on how I should speak to Ienni Drothril.