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→‎Walkthrough: Moved and added dialogue options from Fezzerk's page
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The only objective of this quest is to free {{CharLink|Barcus Wroot}}. Approaching the Windmill (X:13, Y:418) automatically initiates a conversation with {{CharLink|Fezzerk}} the goblin leader of the group. There are several options to resolve the situation.
The only objective of this quest is to free {{CharLink|Barcus Wroot}}. Approaching the Windmill (X:13, Y:418) automatically initiates a conversation with {{CharLink|Fezzerk}} the goblin leader of the group. There are several options to resolve the situation.


* Convincing Fezzerk with different social [[Skill Check|Skill Checks]] or using Illithid Persuasion.
=== Solving the encounter peacefully ===
** For [[Drow]], a [[Performance]], [[Deception]] or [[Intimidation]] at a [[Difficulty Class|DC]] 5 is necessary to convince him to go away.
If demanding to free the gnome, there will be the following choices:
** For any other race it's possible to say that the party 'just want to pass by', and pay him 1000 [[Gold]] to leave.
* {{Dialogue option|We're allies - I have the Absolute's Brand. Leave the gnome to me.|tags=Branded|roll=Deception|dc=5}}
*** This can be lowered with a [[Persuasion]] to 500 or 250 with a DC 10 or to 100 with a DC 15.  
* {{Dialogue option|We're allies, you and I. Servants of the Absolute.|roll=Deception|dc=15}}
*** If using {{SAI|Detect Thoughts}} the price can be lowered to 5, but Fezzerk and his gang won't leave. Talking to him again will start a fight.  
* {{Dialogue option|You dare refuse a ''githyanki warrior''?|tags=Lae'zel|roll=Intimidation|dc=15}}
**Having the [[Brand of the Absolute]] will have him leave.  
* {{Dialogue option|I won't let you harm a defenseless being - not without a fight.|roll=Intimidation|dc=15}}
** Using a Illithid Persuasion at a DC 2.
* {{Dialogue option|''Read the goblin's mind.''|roll=Wisdom}}
* Attacking Fezzerk and his followers.
** {{Dialogue option|You don't have the stomach for a fight.}}
** Climbing onto the rooftop to the east of the windmill will turn the goblins hostile.
* {{Dialogue option|Negotiations are over. Either leave or die.|roll=Intimidation|dc=15}}
* Doing nothing and leave Barcus spinning.  
* {{Dialogue option|'''''ROAR.'''''|tags=Berserker|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|'''Mine.'''|tags=Barbarian|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|I'm not bargaining with you. Free him, or I swear on my oath, you will ''die.''|tags=Paladin|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|All of you lot against one deep gnome? You should go find a better target.|roll=Persuasion|dc=15}}
* {{Dialogue option|You've had your fun - it's high time you found someone else to torment.|roll=Persuasion|dc=15}}
* {{Dialogue option|''Don't utter a word. Just stare down the goblin.''|tags=Half-Orc|roll=Intimidation|dc=10}}
* {{Dialogue option|I consider the gnome under my protection. You ''don't'' want to fight me for him.|tags=Paladin|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|''Show him your brand and say you're taking the gnome. The Absolute wills it.''|tags=Branded|roll=Deception|dc=5}}
* {{Dialogue option|Your skull will make a fine chalice one I plug those beady eye sockets.|tags=Barbarian}}
* {{Dialogue option|You're making a mistake. You can think it over in the Fugue Plane.|tags=Fighter}}


If using the tadpole:
* {{Dialogue option|You ''will'' release the gnome. That's an order.|tags=True Soul, Illithid|roll=Wisdom|dc=2}}
* {{Dialogue option|I am a True Soul. Now once again - release the gnome.|tags=True Soul, Illithid|roll=Wisdom|dc=2}}
If convinced to walk away, the party will be rewarded experience as if the party had defeated the whole group.
If the party just tries to pass, Fezzerk will say that's what Barcus wanted too and will demand 1000 gold, leading to a variety of choices:
* {{Dialogue option|''Pay the goblin.''}}
* {{Dialogue option|I might be willing to part with a more reasonable sum. (100)|roll=Persuasion|dc=15}}
* {{Dialogue option|Here's my counter-offer: a far more reasonable sum. (500)|roll=Persuasion|dc=10}}
* {{Dialogue option|That's a ridiculous amount. I'll make you a realistic offer. (250)|roll=Persuasion|dc=10}}
* {{Dialogue option|''Haggle with the goblin, though you lack even a modest sum of gold.''|roll=Persuasion|dc=15}}
* {{Dialogue option|''Read the goblin's mind.''|roll=Wisdom}}
** {{Dialogue option|Your price is absurd and you know it.}}
* {{Dialogue option|I can pay twice that much. I just have to go and fetch it.|tags=Deception|dc=15}}
* {{Dialogue option|Here's my counter-offer: you can all live so long as you leave right now.|roll=Persuasion|dc=15}}
* {{Dialogue option|This will lead only to pain, not fulfillment.|tags=Monk}}
* {{Dialogue option|''Provide directions to a non-existant cache of gold.|tags=Rogue}}
* {{Dialogue option|'''OR YOU CAN LEAVE. ALIVE.'''|tags=Berserker|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|Leave. '''Or die.'''|tags=Barbarian|roll=Intimidation|dc=15|advantage=y}}
No matter which of the above checks succeed, '''Fezzerk''' will lower the price to 5 because he can't count. The [[Illithid Persuasion]] check can be done to pay nothing and have his group leave. If paid, the party will be allowed to leave, but if approaching again a fight will break out.
* {{Dialogue option|Not an orator, eh? I could teach you how to talk gold out of any purse, for free passage.|tags=Bard}}
** {{Dialogue option|Wait! Just let me go...''please.''|roll=Performance|dc=5}}
* {{Dialogue option|I'm going to pay nothing and you and your cronies are going to leave.|tags=Illithid|roll=Wisdom|dc=5}}
This will make '''Fezzerk''' and his group leave, rewarding experience as if the party had defeated them all.
=== Attacking the goblins ===
If attacking the goblins without attempting to convince them to stop or let the party pass (it is possible to ask what and why he is doing this first) nets {{Approval|Wyll|+5}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|-1}}.
If a fight does break out, he will surrender when nearly killed, making the rest of his group flee. It's possible then to interrogate him, to demand that he gives up his belongings and / or kill him. There won't be experience for those who run away, however, so to get the most experience while still engaging in his surrender the party must kill all others first.
[[Barbarian]]s have a unique dialogue path:
* {{Dialogue option|''Ignore the rage. Listen to your head. There is nothing to gain from being rash.''|roll=Wisdom|dc=10|disadvantage=y}}
* {{Dialogue option|'''''Give in. KILL THE MAGGOT.'''''|tags=Berserker}}
* {{Dialogue option|''Leave reason to the reasonable. Kill the runt.''}}
Otherwise, the party can interrogate him:
* {{Dialogue option|I want the gold you took. Now.}}
* {{Dialogue option|Give me my gold back - and anything else you have, too.}}
* {{Dialogue option|Talk and you might live. ''If'' it's worth my while.}}
* {{Dialogue option|Your valuables - now.}}
* {{Dialogue option|I want everything of value you have.}}
* {{Dialogue option|Your valuables are mine now. Hand them over.}}
... or potentially just kill him or release him:
* {{Dialogue option|''No mercy. Kill the goblin.''}} {{Approval|Astarion|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+5}} {{Approval|Karlach|-1}}
* {{Dialogue option|Run along, goblin. Before I change my mind.}} {{Approval|Astarion|-1}} {{Approval|Shadowheart|-1}} {{Approval|Wyll|-5}}
=== Freeing Barcus ===
[[File:Brake Lever.jpg|thumb|The brake lever that will safely stop the windmill. ]]
[[File:Brake Lever.jpg|thumb|The brake lever that will safely stop the windmill. ]]
If choosing the violent approach through conversation, Fezzerk and his gang will fight to the death. If attacked otherwise, the goblin boss will surrender when near death, making his gang run away.
Once the Goblins have been dealt with, the party needs to go to the interior of the windmill to stop it from spinning, allowing them to free Barcus. There are two levers inside the Windmill, amd the "'''Brake'''" lever must be chosen to safely stop the Windmill. Using the "'''Release Brake'''" lever instead causes the windmill machinery to spin much faster, resulting in Barcus being launched into the sky by inertia, and subsequently dying. His body can then be found on the western road leading out of Blighted Village.
Once the Goblins have been dealt with, the party needs to go to the interior of the windmill to stop it from spinning, allowing them to free Barcus. There are two levers inside the Windmill, amd the "'''Brake'''" lever must be chosen to safely stop the Windmill. Using the "'''Release Brake'''" lever instead causes the windmill machinery to spin much faster, resulting in Barcus being launched into the sky by inertia, and subsequently dying. His body can then be found on the western road leading out of Blighted Village.


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