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Find the Missing Shipment: Difference between revisions

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→‎Walkthrough: Use dialogue option
(Use quest objective template)
(→‎Walkthrough: Use dialogue option)
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Aside from saving the pair, the party can also let them die. This can occur by Long Resting instead of confronting the gnolls or by commanding the gnoll Warlord {{CharLink|Flind}} to kill the humans inside the cave. The option to commune with Flind's tadpole occurs within the first few rounds of combat. Flind can also be commanded to feast on herself or her pack, or to retreat.
Aside from saving the pair, the party can also let them die. This can occur by Long Resting instead of confronting the gnolls or by commanding the gnoll Warlord {{CharLink|Flind}} to kill the humans inside the cave. The option to commune with Flind's tadpole occurs within the first few rounds of combat. Flind can also be commanded to feast on herself or her pack, or to retreat.


* ''Search her mind for the source of the Voice.''
* {{Dialogue option|''Search her mind for the source of the Voice.''}}
* [ILLITHID][WISDOM] ''Use the power within you to make her obey the Voice; to brave the flames and feast on the meat in the cave.'' (DC 2)
* {{Dialogue option|''Use the power within you to make her obey the Voice; to brave the flames and feast on the meat in the cave.''|tags=Illithid|roll=Wisdom|dc=2}}
* ''Withdraw from her mind, and prepare to strike.''
* {{Dialogue option|''Conjure the mewlings of easy prey into her mind, centring it within the nearby cave.''|tags=Bard|roll=Performance|dc=12}}
* {{Dialogue option|''Withdraw from her mind, and prepare to strike.''}}
* {{Dialogue option|''Divert her attention to the cave - perhaps there's more meat inside?''}}


Choose the first option to get an additional command:
Choose the first option to get an additional command:
* [ILLITHID][WISDOM] ''You are of the same pack - command her to devour the other gnolls.'' (DC 2)
* {{Dialogue option|''You are of the same pack - command her to devour the other gnolls.''|tags=Illithid|roll=Wisdom|dc=2}}


=== Locating the shipment ===
=== Locating the shipment ===
Once the Gnolls are dealt with, the party witnesses what the sacrifice was for - a shipment of items to be brought to Baldur's Gate for a rich and powerful individual.  
Once the Gnolls are dealt with, the party witnesses what the sacrifice was for - a shipment of items to be brought to Baldur's Gate for a rich and powerful individual.  


* ''You're Zhentarim. Your people deal in more than just 'baubles.'''
* {{Dialogue option|You're Zhentarim. Your people deal in more than just 'baubles.'}}
* ''Many people lost their lives for those baubles.''
* {{Dialogue option|You're Zhent - I'd wager more than just your crew have died over these 'baubles'.|tags=Paladin}}
* [INTIMIDATION] ''Whatever your cargo is, I'll consider it as payment.'' (DC 15)
* {{Dialogue option|Many people lost their lives for those baubles.}}
* [BARD][DECEPTION] ''Darkhold was getting concerned. I've been sent to retrieve the shipment.'' (DC 15)
* {{Dialogue option|Whatever your cargo is, I'll consider it as payment.|roll=Intimidation|dc=15}}
* {{Dialogue option|The cargo. Give it to me. Or else.|tags=Barbarian|roll=Intimidation|dc=15}}
* {{Dialogue option|Darkhold was getting concerned. I've been sent to retrieve the shipment.|tags=Bard|roll=Deception|dc=15|advantage=y}}


If the party tries to intimdate Rugan, he still hesitates to relinquish the chest. He says his bosses will do worse to him than any of the gnolls could have. He requires another intimidation to give up the goods:
If the party tries to intimdate Rugan, he still hesitates to relinquish the chest. He says his bosses will do worse to him than any of the gnolls could have. He requires another intimidation to give up the goods:
* [INTIMIDATION] ''No, this is where I stop asking and start cutting.'' (DC 15)
* {{Dialogue option|'''''ROAR.'''''|tags=Berserker, Barbarian|roll=Intimidation|dc=15|advantage=y}}
* [PERSUASION] ''This is your employer's issue, but we can benefit. Let's sell the cargo ourselves.'' (DC 15)
* {{Dialogue option|Enough talking. I'll have that cargo, or I'll have your head.|tags=Barbarian|roll=Intimidation|dc=15|advantage=y}}
* ''I'll leave.''
* {{Dialogue option|No, this is where I stop asking and start cutting.|roll=Intimidation|dc=15}}
* {{Dialogue option|This is your employer's mess - but we can profit. Let's sell the cargo ourselves.|roll=Persuasion|dc=15}}
* {{Dialogue option|You're missing a golden opportunity. Report the cargo lost - and we can sell it ourselves.|tags=Rogue|roll=Persuasion|dc=15|advantage=y}}
* {{Dialogue option|You serve your oath to the Zhent impressively, but I'm afraid I'll be taking that cargo. Now.|tags=Paladin|roll=Intimidation|dc=15}}
* {{Dialogue option|You'll find I'm very persuasive. We can make much more coin than you would with your employers.|tags=Bard|roll=Persuasion|dc=12}}


After this successful check, Rugan relinquishes the chest to the party. If Rugan is not persuaded, the party can also steal the chest or lockpick it open (DC 20). If the {{SmRarityItem|Iron Flask}} inside is taken, the chest is considered stolen. If the chest was unlocked, even without taking anything out of it, Zarys will consider it a violation of the agreement and order her henchmen to attack.
After this successful check, Rugan relinquishes the chest to the party. If Rugan is not persuaded, the party can also steal the chest or lockpick it open (DC 20). If the {{SmRarityItem|Iron Flask}} inside is taken, the chest is considered stolen. If the chest was unlocked, even without taking anything out of it, Zarys will consider it a violation of the agreement and order her henchmen to attack.
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To learn more about the Zhentarim, their hideout must first be located. It's in a barn west of Waukeen's Rest, at the shabby door. The party will automatically be aware of the Zhentarim Hideout depending on if Rugan and Olly were encountered first - either by speaking with Rugan or by asking his corpse questions with {{SAI|Speak with Dead}}. If the party spares Rugan's life, he shares the location of the hideout along with the password need to enter. With a successful perception check, the party notices a man, {{CharLink|Salazon}}, crouching behind some shelves. Reciting the password requires a DC 10 dexterity check to say "''Wait, listen!''" before reciting "Little serpent, long shadow." Succeeding the check has him stand down immediately and provide the key to a wardrobe that leads into the hideout. If the party does not have the password, there are a myriad of other options to get past Salazon:
To learn more about the Zhentarim, their hideout must first be located. It's in a barn west of Waukeen's Rest, at the shabby door. The party will automatically be aware of the Zhentarim Hideout depending on if Rugan and Olly were encountered first - either by speaking with Rugan or by asking his corpse questions with {{SAI|Speak with Dead}}. If the party spares Rugan's life, he shares the location of the hideout along with the password need to enter. With a successful perception check, the party notices a man, {{CharLink|Salazon}}, crouching behind some shelves. Reciting the password requires a DC 10 dexterity check to say "''Wait, listen!''" before reciting "Little serpent, long shadow." Succeeding the check has him stand down immediately and provide the key to a wardrobe that leads into the hideout. If the party does not have the password, there are a myriad of other options to get past Salazon:


* [DEXTERITY] ''Wait! Listen!'' (DC 10) (to recite the password)
* {{Dialogue option|''Read his mind.''}}
* ''Read his mind.'' (DC 11)
* {{Dialogue option|'''''Do NOT make me angry!'''''|tags=Berserker|roll=Intimidation|dc=15|advantage=y}}
* [PERSUASION] ''Just calm down - I'm not here to fight.'' (DC 15)
* {{Dialogue option|Careful. You won't kill me, but you will make me mad.|tags=Barbarian|roll=Intimidation|dc=15}}
* [ROGUE][PERSUASION] ''This is all pretty crude, as traps go - you'll probably kill us both.'' (DC 15)
* {{Dialogue option|Just calm down - I'm not here to fight.|roll=Persuasion|dc=15}}
* [SORCERER][PERSUASION] ''I am magic. Cast that spell - you'll only hurt yourself.'' (DC 15)
* {{Dialogue option|This is all pretty crude, as traps go - you'll probably kill us both.|tags=Rogue|roll=Persuasion|dc=15|advantage=y}}
* [BARBARIAN][INTIMIDATION] ''Careful. You won't kill me, but you will make me mad.'' (DC 15)
* {{Dialogue option|I ''am'' magic. Cast that spell - you'll only hurt yourself.|tags=Sorcerer|roll=Persuasion|dc=15|advantage=y}}
* [PALADIN][INTIMIDATION] ''You serve your oath to the Zhent impressively, but I'm afraid I'll be taking that cargo. 'Now' ''. (DC 15)
* {{Dialogue option|Fire is in my blood. Do it. Let's see who survives.|tags=Draconic Sorcerer|roll=Persuasion|dc=15}}
* {{Dialogue option|Every spell I cast could be my last. You think I fear death?|tags=Wild Magic|roll=Persuasion|dc=15}}
* {{Dialogue option|That spell, in close quarters? You're going to hurt yourself.|tags=Wizard|roll=Persuasion|dc=15|advantage=y}}


Succeeding to make the man stand down allows the Zhentarim to be dealt with peacefully.
Succeeding to make the man stand down allows the Zhentarim to be dealt with peacefully.

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