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Free Counsellor Florrick: Difference between revisions
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== Walkthrough == | == Walkthrough == | ||
Free Counsellor Florrick begins after interacting with an [[Execution Notice]], which is posted throughout the [[Lower City]]. These notices state that {{CharLink|Counsellor Florrick}} will be executed within five days. This starts a timer - Florrick will die if she is not saved within five long rests. If too many rests have occur, then the quest automatically updates, as Florrick has been executed. | Free Counsellor Florrick begins after interacting with an [[Execution Notice]], which is posted throughout the [[Lower City]]. These notices state that {{CharLink|Counsellor Florrick}} will be executed within five days. This starts a timer - Florrick will die if she is not saved within five long rests. If too many rests have occur, then the quest automatically updates, as Florrick has been executed. The quest can also be started by speaking to Grand Duke Ravengard in camp after rescuing him, which does not initiate the timer. | ||
=== Walking through the front door === | === Walking through the front door === | ||
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* {{Dialogue option|Prison inspection. Open the door and pray I don't find ''more'' sleeping guards.|roll=Intimidation|dc=15}} | * {{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|I don't have business here. I'm just exploring.}} | ||
* {{Dialogue option|''Read the guard's mind.''|roll=Wisdom}} | * {{Dialogue option|''Read the guard's mind.''|tags=Detect Thoughts|roll=Wisdom}} | ||
* {{Dialogue option|You let me through, and I won't have to tell the manip of your lunchtime tipples.}} (if mind read) | * {{Dialogue option|You let me through, and I won't have to tell the manip of your lunchtime tipples.}} (if mind read) | ||
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[[File:Wyrms Rock Prison Map.jpg|thumb|A Map of Wyrm's Rock Prison.]] | [[File:Wyrms Rock Prison Map.jpg|thumb|A Map of Wyrm's Rock Prison.]] | ||
Exiting the storeroom, there is only one Flaming Fist guarding the way forward - Fist Ivarus. Moving past him and going northward, the party approaches the prisoner's cells. There is a small alcove with a table where three more Fists sit (Fist Jagic, Fist Saunder, and Fist Creekrider). Counsellor Florrick is in the northwestern cell. There are no other prisoners to liberate (the only other prisoner is Otto Ott, who will complain about being let out of his cell and refuse to leave). Florrick's cell can be lockpicked with a DC of 15. | Exiting the storeroom, there is only one Flaming Fist guarding the way forward - {{CharLink|Ivarus|Fist Ivarus}}. Moving past him and going northward, the party approaches the prisoner's cells. There is a small alcove with a table where three more Fists sit (Fist Jagic, Fist Saunder, and Fist Creekrider). Counsellor Florrick is in the northwestern cell. There are no other prisoners to liberate (the only other prisoner is Otto Ott, who will complain about being let out of his cell and refuse to leave). Florrick's cell can be lockpicked with a DC of 15. | ||
=== Freeing Florrick === | === Freeing Florrick === | ||
When talked to, Florrick is initially demoralized and needs to be convinced to escape: | |||
There also | * {{Dialogue option|Ravengard's in a safe place, Florrick. All is not lost.}} (if Ravengard already rescued) | ||
* {{Dialogue option|Ravengard's dead. The city needs you - I'm getting you out.|roll=Persuasion|dc=10}} | |||
* {{Dialogue option|I'm breaking you out. With Ravengard gone, Baldur's Gate needs you.|roll=Persuasion|dc=10}} | |||
* {{Dialogue option|I'm breaking you out. Baldur's Gate needs you. Ravengard needs you.|roll=Persuasion|dc=10}} | |||
* {{Dialogue option|You said you wouldn't give up. I'm setting you free and holding you to it.|roll=Persuasion|dc=7}} | |||
* {{Dialogue option|Pathetic. I'm getting you out so I can beat some sense into you.|roll=Intimidation|dc=10}} | |||
* {{Dialogue option|Ravengard's not lost. I felt him reach out to me.}} | |||
Failing a check results in a second chance: | |||
* {{Dialogue option|I pull you from flames, and this is how you repay me? Find your courage and fight!|roll=Persuasion|dc=10}} | |||
* {{Dialogue option|Coward. Balduran didn't build the Gate for you to weep as it burns.|tags=Baldurian|roll=History|dc=7}} | |||
* {{Dialogue option|Gorion's Ward overcame great odds to protect the ciy. You can do the same.|roll=History|dc=10}} (passive check) | |||
Successfully passing a check will allow you to break Florric out. Regardless of the route used to enter Wyrm's Rock, the hole in the wall in the storeroom can be used to easily break Florrick out. It's possible to apply {{Cond|Invisible|Invisibility}} on Florrick, as the guards will only turn hostile if she is spotted. Otherwise, liberal use of {{SAI|Misty Step}} or {{SAI|Dimension Door}} can also bring Florrick out of the cell, and the guards do not pursue her once she has left through the crack in the wall. Florrick also has a number of excellent crowd control spells at her disposal, including {{SAI|Hypnotic Pattern}}. | |||
There also appear to be no consequences to eliminating all the guards in the prison and escorting Florrick through the crack in the wall. | |||
Once having escaped Wyrm's Rock Prison, speak to Florrick, who thanks the party before departing to the Upper City to seek allies. | Once having escaped Wyrm's Rock Prison, speak to Florrick, who thanks the party before departing to the Upper City to seek allies. |