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Blighted Village: Difference between revisions

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==== East ====
==== East ====
When entering the [[Blighted Village]] from the East, two Goblin Booyahgs are preparing an ambush.
When entering the [[Blighted Village]] from the East, two Goblin Booyahgs are preparing an ambush.
* Attack the Goblins
* Attacking the Goblins - {{Approval|Astarion|+1}}
:: {{Approval|Astarion|+1}}
* Intimidation DC 15 or Persuasion DC 15 or Illithid Wisdom DC 2 to pass peacefully - {{Approval|Gale|+1}} {{Approval|Shadowheart|+1}}
* Intimidation DC 15 or Persuasion DC 15 or Illithid Wisdom DC 2 to pass peacefully. Being or disguising as a [[Drow]] also let the party pass. Disguising as a Drow gives an inspiration for characters with the [[Charlatan]] background such as {{CharLink|Astarion}}.
* Drow - Inspiration: [[Charlatan]]
:: {{Approval|Gale|+1}} {{Approval|Shadowheart|+1}}


Saying that the party spotted the Goblins in the first dialogue gives advantage to the persuasion check.
Saying that the party spotted the Goblins in the first dialogue gives advantage to the persuasion check.
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==== South ====
==== South ====
At the Southern gate, a Goblin Warrior guards the entrance to what he now calls Bogrot village. He wants to rob the adventurers, though 50 gold is enough for him to let them pass or he might be persuaded otherwise.
At the Southern gate, a Goblin Warrior guards the entrance to what he now calls Bogrot village. He wants to rob the adventurers, though 50 gold is enough for him to let them pass or he might be persuaded otherwise.
* Persuasion DC 20
* Persuasion DC 20 - Inspiration: [[Charlatan]] - {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
* Intimidation DC 15 - {{Approval|Gale|+1}} - {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}}
* Intimidation DC 15
:: {{Approval|Gale|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+1}}
* Illithid Wisdom DC 2
* Illithid Wisdom DC 2
:: (No Approval change)
* Attacking
* Attack
* Drow - Inspiration: [[Charlatan]]
:: (No Approval change)
* Bard Performance DC 15 - ''Bogrot, fair Bogrot - with hills as green as goblin snot.'' - Inspiration: [[Charlatan]] - {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
* Drow
* Bard Performance DC 10 - ''Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!'' - Inspiration: [[Charlatan]] - {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
:: Inspiration:[[Charlatan]] (No Approval change)
* Bard Performance DC 15 - "'Bogrot, fair Bogrot - with hills as green as goblin snot.'"
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}
* Bard Performance DC 10 - "'Built on BONES of goblin FOE, Bogrot bears a FEAST for CROWS!'"
:: Inspiration:[[Charlatan]] {{Approval|Astarion|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|-1}}


To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.
To gain the Charlatan's Inspiration at this entrance either persuade, perform or disguise as a Drow.
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At the West pathway, a [[Goblin Brawler]] will intercept the adventurers if they walk in. Unlike other gates, being a Drow is unhelpful. There are also no companion approval interactions at this pathway.
At the West pathway, a [[Goblin Brawler]] will intercept the adventurers if they walk in. Unlike other gates, being a Drow is unhelpful. There are also no companion approval interactions at this pathway.


* Deception DC 15  
* Deception DC 15 - Inspiration: [[Charlatan]]
:: Inspiration:[[Charlatan]]
* Intimidation DC 10
* Intimidation DC 10
:: -
* Persuasion DC 15 - Inspiration: [[Charlatan]]
* Persuasion DC 15
* Detect Thoughts Intelligence DC 9 - Inspiration: [[Charlatan]]
:: Inspiration:[[Charlatan]]
*Detect Thoughts Intelligence DC 9  
:: Inspiration:[[Charlatan]]
* Illithid Wisdom DC 2
* Illithid Wisdom DC 2
:: -


To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawler's thoughts.
To gain the Charlatan's Inspiration at this entrance either deceive, persuade or detect the brawler's thoughts.
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