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Makeshift Prison: Difference between revisions
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== Overview== | == Overview== | ||
The main entry to the | The main entry to the Makeshift Prison is through a shabby door near [[The Hollow]] at {{Coords|190|585}}. If the party are caught committing crimes, they may be imprisoned here and their belongings locked in a nearby Equipment Chest. | ||
When the party first enter the prison, they will find {{CharLink|Arka}} aiming a crossbow at {{CharLink|Sazza}}. The party can decide to intervene or watch the bloody scene unfold. | |||
===Hidden path=== | === Freeing Sazza === | ||
The Makeshift Prison has a slightly hidden path | If Arka spares Sazza's life, the party can initiate {{Quest|Save the Goblin Sazza}}. Sazza can be freed using the {{SmRarityItem|Iron Cell Key}} held by {{CharLink|Tilses}} or by passing a {{Ability Check|Sleight of Hand|10}}. | ||
=== Hidden path === | |||
The Makeshift Prison has a slightly hidden path toward the north-east. Past Sazza's cage near {{Coords|194|606}}, the party can jump down onto a ledge. On a {{Ability Check|Perception|5}}, the party gain access to a stone door with an [[Underground Passage]] leading outside. | |||
Along the path behind the Makeshift Prison, the party can continue east onto another ledge to access the storage shed. Two [[Torchstalk]] plants grow along the route, which are identified with a {{Ability Check|Perception|5}}. | |||
==Notable characters == | ==Notable characters == | ||
These characters may not be present depending on | These characters may not be present depending on the party's choices. | ||
* {{MdCharLink|Arka}} | * {{MdCharLink|Arka}} | ||
* {{MdCharLink|Memnos}} | * {{MdCharLink|Memnos}} |
Latest revision as of 06:07, 26 October 2024
Overview[edit | edit source]
The main entry to the Makeshift Prison is through a shabby door near The Hollow at X: 190 Y: 585. If the party are caught committing crimes, they may be imprisoned here and their belongings locked in a nearby Equipment Chest.
When the party first enter the prison, they will find Arka aiming a crossbow at Sazza. The party can decide to intervene or watch the bloody scene unfold.
Freeing Sazza[edit | edit source]
If Arka spares Sazza's life, the party can initiate Iron Cell Key held by Tilses or by passing a DC 10 Sleight of Hand check.
. Sazza can be freed using theHidden path[edit | edit source]
The Makeshift Prison has a slightly hidden path toward the north-east. Past Sazza's cage near X: 194 Y: 606, the party can jump down onto a ledge. On a DC 5 Perception check, the party gain access to a stone door with an Underground Passage leading outside.
Along the path behind the Makeshift Prison, the party can continue east onto another ledge to access the storage shed. Two Torchstalk plants grow along the route, which are identified with a DC 5 Perception check.
Notable characters[edit | edit source]
These characters may not be present depending on the party's choices.
Related quests[edit | edit source]
Achievements[edit | edit source]
She Cannot Be Caged!
Rescue Sazza from the Emerald Grove, Goblin Camp and Moonrise Towers in one playthrough.