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== Walkthrough == | == Walkthrough == | ||
{{CharLink|Mattis}} (X:247, Y:553) is a tiefling child selling goods on the path into the Inner Sanctum. He performs a trick with a ring to garner interest, then asks if the party wants to see his wares. The party can agree to see what he has for sale and, when they are done, a perception check reveals their pack is a bit lighter. | {{CharLink|Mattis}} (X:247, Y:553) is a tiefling child selling goods on the path into the Inner Sanctum together with his partner {{CharLink|Silfy}}. He performs a trick with a ring to garner interest, then asks if the party wants to see his wares. The party can agree to see what he has for sale and, when they are done, a perception check reveals their pack is a bit lighter. | ||
There is a sequence of three ability checks before this quest starts: | There is a sequence of three ability checks before this quest starts: | ||
# {{Ability Check|Perception|15}}: | # {{Ability Check|Perception|15}}: Mattis signalling to Silfy. Happens when opening the trading window. Can be passed or failed to trigger the next check. | ||
# {{Ability Check|Perception|10}}: | # {{Ability Check|Perception|10}}: Silfy pickpocketing the talking party member. Happens when closing the trading window. Must be failed to trigger the next check. | ||
# {{Ability Check|Perception|5}}: | # {{Ability Check|Perception|5}}: The talking party member notices the pickpocketing. Happens when ending the conversation. Must be passed to start this quest. | ||
To consistently trigger the second check (i.e. | To consistently trigger the second check (i.e. Silfy pickpocketing the talking party member), the party must wait about 30 seconds in the trading window before closing it. Otherwise the check doesn't always happen, making the quest impossible to start. | ||
[[File:Hideout Location Find Your Belongings Quest.jpg|thumb|Secret hideout location.]] | [[File:Hideout Location Find Your Belongings Quest.jpg|thumb|Secret hideout location.]] | ||
The party can speak to | 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, {{CharLink|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 {{CharLink|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 | 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. It's also possible to use {{SAI|Gaseous Form}} or {{SAI|Wild Shape: Cat}} | ||
If the party completes | If the party completes {{Quest|Investigate the Beach}} and manages to save {{CharLink|Mirkon}}, he invites the party back to the secret lair. Because of this favor, Mol happily hands over the stolen goods. Siding with {{CharLink|Meli}} in {{Quest|Return the Locket}} and saving {{CharLink|Arabella}} from the snake in {{Quest|Save Arabella}} can also put the party in Mol's good graces. If the party is neutral to her, she'll ask for a finder's fee to return some of the belongings. | ||
== Quest Rewards == | == Quest Rewards == |