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Free Counsellor Florrick: Difference between revisions

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→‎Walking through the front door: Added dialogue option template
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(→‎Walking through the front door: Added dialogue option template)
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The entrance to [[Wyrm's Rock Prison]] is within [[Wyrm's Rock Fortress]], down a passageway in the southwest room {{coords|-25|210}}. The door to the prison is guarded by a sleeping Flaming Fist, {{CharLink|Breva Brightmoon}}. With a successful perception check, the party can listen in to what she is sleep-talking about and find out there is a man named {{CharLink|Otto Ott}} in prison. If the party wakes Breva up, they can convince her to let them pass:
The entrance to [[Wyrm's Rock Prison]] is within [[Wyrm's Rock Fortress]], down a passageway in the southwest room {{coords|-25|210}}. The door to the prison is guarded by a sleeping Flaming Fist, {{CharLink|Breva Brightmoon}}. With a successful perception check, the party can listen in to what she is sleep-talking about and find out there is a man named {{CharLink|Otto Ott}} in prison. If the party wakes Breva up, they can convince her to let them pass:


* I'm here to see Old Man Otto. He's my father.
* {{Dialogue option|I'm here to see Old Man Otto. He's my father.}}
* [PERSUASION] Duke Ravengard has sent me to interrogate Florrick.
* {{Dialogue option|Duke Ravengard has sent me to interrogate Florrick.|roll=Persuasion|dc=15}}
* [INTIMIDATION] Prison inspection. Open the door and pray I don't find ''more'' sleeping guards.
* {{Dialogue option|I'm here for Arfur. It's time he answered my questions.|roll=Persuasion|dc=15}}
* I don't have business here. I'm just exploring.
* {{Dialogue option|Prison inspection. Open the door and pray I don't find ''more'' sleeping guards.|roll=Intimidation|dc=15}}
* {{Dialogue option|I don't have business here. I'm just exploring.}}
* {{Dialogue option|''Read the guard's mind.''|roll=Wisdom}}
* {{Dialogue option|You let me through, and I won't have to tell the manip of your lunchtime tipples.}} (if mind read)


Choosing the first three options allows the party into the jail without the guards becoming hostile, at least until Florrick is released from her cell.  
Choosing the first three options allows the party into the jail without the guards becoming hostile, at least until Florrick is released from her cell.  

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