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Free Counsellor Florrick: Difference between revisions

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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.  

Revision as of 08:13, 2 August 2024

Free Counsellor Florrick is a Quest in Act Three of Baldur's Gate 3. It can be started by reading the execution notice near the gallows of the Lower City. It is a time-sensitive Quest that must be completed within five long rests.

Objectives

Find Counsellor Florrick.
  • We learned of Counsellor Florrick's impending execution, but not her exact location. If we want her help, we should find where she's being kept.
Speak to Counsellor Florrick.
  • Counsellor Florrick is being held deep within Wyrm's Rock. That's where we'll find her.
Help Counsellor Florrick escape Wyrm's Rock Prison.
  • We promised to break Counsellor Florrick out of Wyrm's Rock to prevent her impending execution.
  • Counsellor Florrick is soon to be executed - if we want her help, she needs an escape route.
  • Counsellor Florrick will be executed on the morrow - we need to hurry if there's to be any hope of saving her.
  • Counsellor Florrick seems to have lost all hope - if we want to free her, she'll need a reason to keep fighting.
  • With a new, righteous flame burning within her, Counsellor Florrick is ready to break out - we just need to figure out how.
Talk to Counsellor Florrick outside Wyrm's Rock Fortress.
  • Counsellor Florrick is free from Wyrm's Rock and her dreadful fate. We should make sure she's okay.
Quest Complete
  • We freed Counsellor Florrick from Wyrm's Rock, impending doom, and her own dejection, and gained a powerful ally - without any casualties.
  • We freed Counsellor Florrick from Wyrm's Rock and impending doom on the gallows.
  • Counsellor Florrick died before she could escape imprisonment.
  • Counsellor Florrick was executed - a dark day for Baldur's Gate.

Walkthrough

Free Counsellor Florrick begins after interacting with an Execution Notice, which is posted throughout the Lower City. These notices state that Counsellor Florrick 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.

Walking through the front door

The entrance to Wyrm's Rock Prison is within Wyrm's Rock Fortress, down a passageway in the southwest room X: -25 Y: 210. The door to the prison is guarded by a sleeping Flaming Fist, Breva Brightmoon 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 Otto Ott 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.
  • [PERSUASION] Duke Ravengard has sent me to interrogate Florrick. (DC 15)
  • [PERSUASION] I'm here for Arfur. It's time he answered my questions. (DC 15)
  • [INTIMIDATION] Prison inspection. Open the door and pray I don't find more sleeping guards. (DC 15)
  • I don't have business here. I'm just exploring.
  • [WISDOM] Read the guard's mind.
  • 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.

Letting Breva sleep and stealing the prison key from her will also get the party in.

Sneaking into Wyrm's Rock

Wyrm's Rock Prison can easily be infiltrated via a hole in the foundation - accessed through Rivington. This is accessed by jumping off using Fly Fly or Feather Fall Feather Fall at the eastern side of the gate to Wyrm's Rock X: 27 Y: 158. After this, walking eastward reveals a crack in the wall to the prison X: 42 Y: 190 with a successful perception check.

Crack in the Wall to Wyrm's Rock Prison.

After entering into Wyrm's Rock Prison, there is a wall that can be blasted open X: 91 Y: -720 with blunt attacks or spells (ie Eldritch Blast Eldritch Blast). This leads to a storage room. The door must be lockpicked open. There are multiple guards that confront the party if they are spotted - requiring either successful sneaking or passing a deception check of 15.

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.

Freeing Florrick

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 cast Invisibility Invisibility on Florrick, as the guards will only turn hostile if she is spotted. Otherwise, liberal use of Misty Step Misty Step or Dimension Door 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 Hypnotic Pattern Hypnotic Pattern.

There also appears to be no consequences if 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.

Despite the entrance to Wyrmway being in this location, it is not possible to keep Florrick in the party while running the related quest; she will proceed through the puzzle entrance but refuse at the first door after it ("Now is not the time for exploring.") She can, however, be left waiting in that location.

Quest rewards

Related Quests

Companion approval

  • Agree to help Florrick Gale approves +1 Karlach approves +1 Shadowheart approves +1 Wyll approves +7
  • Refuse to help Florrick Gale disapproves -1 Karlach disapproves -1 Shadowheart disapproves -1 Wyll disapproves -10
  • Do not try to convince Florrick Gale disapproves -1 Halsin disapproves -1 Jaheira disapproves -1 Karlach disapproves -1 Minsc disapproves -1 Shadowheart disapproves -1 Wyll disapproves -1
  • Successfully escort Florrick outside of Wyrm's Rock Astarion approves +1 Gale approves +1 Karlach approves +1 Lae'zel approves +1 Shadowheart approves +1 Wyll approves +10