Editing Free Orpheus
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If the party completed [[Break Yurgir's Contract]] without killing him in Act Two, then he appears at camp to offer advice. He tips the party off to Helsik in the Lower City. | If the party completed [[Break Yurgir's Contract]] without killing him in Act Two, then he appears at camp to offer advice. He tips the party off to Helsik in the Lower City. | ||
The party can also randomly stumble upon Helsik by exploring the [[Lower City]] and entering the | The party can also randomly stumble upon Helsik by exploring the [[Lower City]] and entering the Devil's Fee. Helsik will initially sell a number of magical items without revealing her true work. The party can learn about this fact by walking around. Several items in the shop trigger Arcana checks which, if succeeded, reveal they are genuine artifacts from hell. These items are the Monster's Skull (X:-43, Y:3), another Monster's Skull (X:-47, Y:2), and infernal gems (X:-25, Y:5). If [[Karlach]] is in the party, she will point out that the artifacts are genuine without the need for a check. After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist. | ||
Alternatively, if the party breaks into the upstairs part of the shop, several items in locked chests as well as her diary on the table are items from hell which will enable the party to ask about her diabolism. If the party tries to access the upstairs area, they should carefully note the trap on the landing which will periodically cast Fireball when triggered. This trap can be disarmed by simply placing any water or wine into the imp's head on the right side. Another way to access the upstairs is by entering through one of the building's upstairs balconies. | Alternatively, if the party breaks into the upstairs part of the shop, several items in locked chests as well as her diary on the table are items from hell which will enable the party to ask about her diabolism. If the party tries to access the upstairs area, they should carefully note the trap on the landing which will periodically cast Fireball when triggered. This trap can be disarmed by simply placing any water or wine into the imp's head on the right side. Another way to access the upstairs is by entering through one of the building's upstairs balconies. |