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Removed commentary on gaseous form. You shouldn't have any difficulty leaving the hideout since there's a rope to pull the ladder down and access the other entrance
(added gaseous form as a way to enter the hideout) |
m (Removed commentary on gaseous form. You shouldn't have any difficulty leaving the hideout since there's a rope to pull the ladder down and access the other entrance) |
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The party can speak to Silfy, a nervous child who calls herself a 'guard' for the store. With an intimidation check, she refers the party to her boss, [[Mol]], for more information on the stolen goods. The party can also speak to Mattis about the theft, which he will deny having any part of. He'll refer the party to the crack in the wall behind him, if they can fit. Lastly, the party can speak to Doni and he disappears. With an insight check, the party notices that he entered into a secret hatch. | The party can speak to Silfy, a nervous child who calls herself a 'guard' for the store. With an intimidation check, she refers the party to her boss, [[Mol]], for more information on the stolen goods. The party can also speak to Mattis about the theft, which he will deny having any part of. He'll refer the party to the crack in the wall behind him, if they can fit. Lastly, the party can speak to Doni and he disappears. With an insight check, the party notices that he entered into a secret hatch. | ||
The hole to the secret lair is down a ladder behind Mattis (X:244, Y:563). It can be accessed using Disguise Self to turn into a small race, such as a gnome, or by utilizing a Wild Shape. Gnomes, Halflings, and Dwarves are small enough to simply access the hole as-is. You can also use Gaseous Form | The hole to the secret lair is down a ladder behind Mattis (X:244, Y:563). It can be accessed using Disguise Self to turn into a small race, such as a gnome, or by utilizing a Wild Shape. Gnomes, Halflings, and Dwarves are small enough to simply access the hole as-is. You can also use {{SAI|Gaseous Form}}. | ||
If the party completes [[Investigate the Beach]] and manages to save [[Mirkon]], he invites the party back to the secret lair. Because of this favor, Mol happily hands over the stolen goods. Siding with [[Meli]] in [[Return the Locket]] and saving [[Arabella]] from the snake in [[Save Arabella]] can also put the party in Mol's good graces. | If the party completes [[Investigate the Beach]] and manages to save [[Mirkon]], he invites the party back to the secret lair. Because of this favor, Mol happily hands over the stolen goods. Siding with [[Meli]] in [[Return the Locket]] and saving [[Arabella]] from the snake in [[Save Arabella]] can also put the party in Mol's good graces. |