More actions
“Here to see the doctor? Are we poorly? Are we desperately poorly? Not so well. But well enough to wait. Join the line, and you will be seen.„
Involvement
Sister Sinda has an extremely minor role within the house of healing, albeit the most immediate role. She tends the front desk, and addresses the party as they enter. She notes the party as "poorly", but well enough to wait in a line that does not exist.
The party can convince her that their malady is important enough to be tended to with a DC 16 Deception check or DC 16 Performance check, and she will direct them to the Doctor. Rangers also can pass a DC 16 Persuasion check with Advantage. Otherwise, she will insist that the party "wait in line", preventing them from entering past her into the lobby. The party can get around this by entering the building from any of the side entrances, or by taking the door immediately to the right of Sister Sinda, which exits outside to a short pathway leading to the children's ward. The children's ward can be entered either by breaking down the barricaded doors on the south side, or using the large vine ramps up to the roof to reach the north side. Alternatively, she can be killed, or by an Oathbreaker Paladin; the latter will give the party access to her powerful ability while the effect is active.
If the Dark Urge is chosen as origin, they can insist that there is something wrong with themselves, and allow Sister Sinda to inspect. She will, in fact, notice the damage to the Dark Urge's mind, and allow the party to proceed to Malus Thorm, without a Skill Check. This is also one of the events that confirms to the part that the amnesia that the Dark Urge suffers is a result of actual cranial trauma, separate from the Mind Flayer tadpole, as this interaction does not occur with other characters.