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Voss: Difference between revisions

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1,859 bytes added ,  8 October
→‎Act One - Mountain Pass: Added dialogue options
(→‎Encounters: I changed this to reflect that it won't always require a deception check. I'm literally at that point in my save right now and after having Lae'zel speak for the group and urging her to "play along" Voss did not require any more checks and simply flew away. I can't confirm it's always like this, my ruleset has passive check notifications turned off, but at the very least, under circumstances, this only happens sometimes.)
(→‎Act One - Mountain Pass: Added dialogue options)
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If Kith'rak Voss or his githyanki underlings are approached by the party, he will interrogate the player character about the object of his mission, the {{SmRarityItem|Mysterious Artefact}}, which he believes is a powerful weapon that can be used against the [[Mind Flayer]]s.  
If Kith'rak Voss or his githyanki underlings are approached by the party, he will interrogate the player character about the object of his mission, the {{SmRarityItem|Mysterious Artefact}}, which he believes is a powerful weapon that can be used against the [[Mind Flayer]]s.  


The interrogation is a gauntlet of [[Ability check|ability checks]]. The player character must first try to convince Voss not to kill them on the spot,<ref>[[Fighter|Fighters]] and possibly other classes{{Verify}} may pass this dialogue without a check.</ref> followed by a check to resist a casting of {{SAI|Detect Thoughts}}, followed by a third check to end the interrogation peacefully. Failing these checks or opting for violence will initiate combat with the gith soldiers.
The interrogation is a gauntlet of [[Ability check|ability checks]].
 
The player character must first try to convince Voss not to kill them on the spot:
* {{Dialogue option|''Silently hold his stare and discreetly prepare to attack.''|roll=Sleight of Hand|dc=15}}
* {{Dialogue option|You would've done so already if you didn't want something from me first.|roll=Insight|dc=10}}
* {{Dialogue option|I just want passage - if I have to go through you, so be it.|roll=Intimidation|dc=15}}
* {{Dialogue option|'''''ROAR.'''''|tags=Berserker|roll=Intimidation|dc=18}}
* {{Dialogue option|You'd sprain your wrist trying.|tags=Barbarian|roll=Intimidation|dc=18}}
* {{Dialogue option|I don't know you. I pose no threat.|roll=Persuasion|dc=15}}
* {{Dialogue option|Can't you muster a real threat, like flaying or blinding?|tags=Drow}}
* {{Dialogue option|Try it - let's see who walks away alive.|tags=Ranger, Fighter}}
 
...followed by a check to resist a casting of {{SAI|Detect Thoughts}}, followed by a third check to end the interrogation peacefully:
 
* {{Dialogue option|I could help if you let me live - search for this weapon, perhaps.|roll=Persuasion|dc=15}}
* {{Dialogue option|Why are you hesitating, then? Try it, I dare you.|roll=Intimidation|dc=15}}
* {{Dialogue option|You ought to just *leave*. You've no right to decide my fate.|roll=Persuasion|dc=15}}
* {{Dialogue option|Did you not feel the devotion when inside my head? I could be an invaluable ally.|tags=Oath of Devotion|roll=Persuasion|dc=15}}
* {{Dialogue option|You must've seen my knowledge of these ancient lands. I could be of use to you|tags=Oath of the Ancients|roll=Persuasion|dc=15}}
* {{Dialogue option|You saw how ruthlessly I pursue my goals. I can help you.|tags=Oath of Vengeance|roll=Persuasion|dc=15}}
* {{Dialogue option|My fate is my own. You will ''not'' take it from me.|tags=Oathbreaker|roll=Persuasion|dc=15}}
* {{Dialogue option|'''''ROAR.'''''|tags=Berserker|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|Give it a try. I'm hungry for a little fun.|tags=Barbarian|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|''Read his thoughts.''|tags=Detect Thoughts|roll=Wisdom}}
** {{Dialogue option|Don't be too hasty. I could prove very useful.}}
 
Failing these checks or opting for violence will initiate combat with the gith soldiers.


If Lae'zel is allowed to speak for the party, there will be a persuasion check to convince her to "play along" with Voss's order. However, this is sometimes, followed by deception checks to convince Voss that Lae'zel is telling the truth.
If Lae'zel is allowed to speak for the party, there will be a persuasion check to convince her to "play along" with Voss's order. However, this is sometimes, followed by deception checks to convince Voss that Lae'zel is telling the truth.

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