Deal with the Devil: Difference between revisions

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== Walkthrough ==
== Walkthrough ==
=== Sharess' Caress ===
=== Sharess' Caress ===
Mamzell Amira is on the ground floor of Sharess' Caress, right by the front entrance. When the party speaks with her, she can be asked what she has to offer. Amira mentions that a devil is in residence - [[Raphael]]. At the bar, Korrilla is also around, informing the party that Raphael wishes to speak with them.
Mamzell Amira is on the ground floor of Sharess' Caress, right by the front entrance. When the party speaks with her, she can be asked what she has to offer. Amira mentions that a devil is in residence {{-}} [[Raphael]]. At the bar, Korrilla is also around, informing the party that Raphael wishes to speak with them.


At the top floor is the Devil's Den, and Raphael. If [[Kith'rak Voss]] is alive, he is inside trying to deal with Raphael, but Raphael sends him away. He does, however, have a proposition for the party. Raphael is in possession of the [[Orphic Hammer]] - a tool that can break the cage that holds [[Orpheus]]. In return, he wants the [[Crown of Karsus]], which is being used to control the [[Elder Brain]], once the party defeats it.
At the top floor is the [[Devil's Den]], and Raphael. If [[Kith'rak Voss]] is alive, he is inside trying to deal with Raphael, but Raphael sends him away. He does, however, have a proposition for the party. Raphael is in possession of the [[Orphic Hammer]] {{-}} a tool that can break the cage that holds [[Orpheus]]. In return, he wants the [[Crown of Karsus]], which is being used to control the [[Elder Brain]], once the party defeats it.


Raphael's proposal can either be rejected or accepted. If it's rejected, he states that he will remain at Sharess' Caress for some time in case they change their mind. If the deal is accepted, he will create a [[Soul-Sworn Contract]] and the party instantly feels a pang of regret, starting [[Escape the Deal]].
Raphael's proposal can either be rejected or accepted. If it is rejected, he states that he will remain at Sharess' Caress for some time in case they change their mind. If the deal is accepted, he will create a [[Soul-Sworn Contract]] and the party instantly feels a pang of regret, starting [[Escape the Deal]].


=== Entering the House of Hope ===
=== Entering the House of Hope ===
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If the party completed [[Break Yurgir's Contract]] without killing him in Chapter 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 Chapter 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 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). After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist.
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 {{coords|-43|3}}, another Monster's Skull {{coords|-47|2}}, and infernal gems {{coords|-25|5}}. After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist.


=== The Devil's Fee ===
=== The Devil's Fee ===
Once the party is aware of Helsik, they can find her at the [[Devil's Fee]]. Inquiring about Helsik being a diabolist has her revealing that her true business is not in information or hellish curios. She is Mammon's Picklock, Latchkeeper of the Nine Hells. She breaks people into the Hells, for a cost. The cost is 20,000 gold. With a successful Persuasion check (DC 20), she waives the fee in lieu of the [[Gauntlets of Hill Giant Strength]], starting [[Acquire the Gauntlets for Helsik]]. Otherwise, she can be persuaded to cut down the fee to 10,000.
Once the party is aware of Helsik, they can find her at the [[Devil's Fee]]. Inquiring about Helsik being a diabolist has her revealing that her true business is not in information or hellish curios. She is Mammon's Picklock, Latchkeeper of the Nine Hells. She breaks people into the Hells, for a cost. The cost is 20,000 gold. With a successful Persuasion check (DC 20), she waives the fee in lieu of the [[Gauntlets of Hill Giant Strength]], starting [[Acquire the Gauntlets for Helsik]]. Otherwise, she can be persuaded to cut down the fee to 10,000 gold.


[[File:Hell Circle Order.jpg|thumb|The placement of the ritual items in the circle.]]
[[File:Hell Circle Order.jpg|thumb|The placement of the ritual items in the circle.]]
Striking a deal with Helsik, she gives the party all the tools needed to open a portal to Hell. This includes a [[Grimoire Bound in Imp Skin]], [[Opening a Gate to Hell]], and a [[Ritual Pouch]] with all the necessary items. Go upstairs in the Devil's Fee to find a circle in blood. Read the Grimoire Bound in Imp Skin to learn the ritual, then place the ritual items in the correct areas. Starting from the point closest to Helsik's diary and going clockwise:
If a deal is struck with Helsik, she gives the party all the tools needed to open a portal to Hell. This includes a [[Grimoire Bound in Imp Skin]], [[Opening a Gate to Hell]], and a [[Ritual Pouch]] with all the necessary items. Go upstairs in the Devil's Fee to find a circle in blood. Read the Grimoire Bound in Imp Skin to learn the ritual, then place the ritual items in the correct areas. Starting from the point closest to Helsik's diary and going clockwise:


* Skull {{coords|-35|6}}
* Skull {{coords|-35|6}}
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=== Mol's contract ===
=== Mol's contract ===
[[File:Inert Infernal Gem.jpg|thumb|The Infernal Gem locks away Mol's contract.]]
[[File:Inert Infernal Gem.jpg|thumb|The Infernal Gem locks away Mol's contract.]]
[[Mol]] has a contract in the House of Hope, locked in a room with an Inert Infernal Gem (X:-6481, Y:2944). Interacting with the gem requires a Wisdom (DC 10) and an Arcana (DC 20) check to open.
[[Mol]] has a contract in the House of Hope, locked in a room with an Inert Infernal Gem {{coords|-6481|2944}}. Interacting with the gem requires a Wisdom (DC 10) and an Arcana (DC 20) check to open.


This room also contains 666 gold, a {{RarityItem|Staff of Spellpower}}, and a {{RarityItem|Helldusk Helmet}}.
This room also contains 666 gold, a {{RarityItem|Staff of Spellpower}}, and a {{RarityItem|Helldusk Helmet}}.
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Once inside, the party needs to pass a Deception check (DC 15) to get the Archivist to fully believe in the ruse. Unfortunately, the Archivist cannot give access to the Orphic Hammer/Soul-Sworn Contract, as it is surrounded by an impervious sphere. The sphere requires a magic code that only Raphael has. Instead, he refers the party to wait in the Boudoir until Raphael has returned. The Archivist can also relinquish the pass to the Boudoir by being intimidated (DC 25), or simply by pickpocketing him.
Once inside, the party needs to pass a Deception check (DC 15) to get the Archivist to fully believe in the ruse. Unfortunately, the Archivist cannot give access to the Orphic Hammer/Soul-Sworn Contract, as it is surrounded by an impervious sphere. The sphere requires a magic code that only Raphael has. Instead, he refers the party to wait in the Boudoir until Raphael has returned. The Archivist can also relinquish the pass to the Boudoir by being intimidated (DC 25), or simply by pickpocketing him.


If the Archivist is not successfully deceived or intimidated, information on how to enter the Boudoir can be found in the Outer Portals room (X:-6441, Y:2920).  [[Nubaldin]] is cleaning up the room. Speaking to him, he explains that he once ran the prisons, but was moved to the Outer Portals room after failing to prevent Gortash from escaping. If the party killed Gortash, they can tell him that they killed him, which will delight Nubaldin. As a reward, Nubaldin explains a secret trick to get into the Boudoir - go next door to the balcony (X:-6446, Y:2936) and jump off the stones to enter the balcony of the Boudoir.
If the Archivist is not successfully deceived or intimidated, information on how to enter the Boudoir can be found in the Outer Portals room {{coords|-6441|2920}}.  [[Nubaldin]] is cleaning up the room. Speaking to him, he explains that he once ran the prisons, but was moved to the Outer Portals room after failing to prevent Gortash from escaping. If the party killed Gortash, they can tell him that they killed him, which will delight Nubaldin. As a reward, Nubaldin explains a secret trick to get into the Boudoir - go next door to the balcony {{coords|-6446|2936}} and jump off the stones to enter the balcony of the Boudoir.
[[File:Boudoir Balcony Route.jpg|thumb|Jumping on the rocks here leads to the Boudoir's balcony.]]
[[File:Boudoir Balcony Route.jpg|thumb|Jumping on the rocks here leads to the Boudoir's balcony.]]


=== The Boudoir ===
=== The Boudoir ===
Upon entering the Boudoir, the party is accosted by an incubus named [[Haarlep]], who has been polymorphed into a perfect copy of Raphael. Haarlep asks why the party is there, but is already aware that they seek their contract. Haarlep will help the party out if they agree to "play a game" with him. Agreeing to play the "game" will have the party taking off their clothes and Haarlep seducing them to give over their mind and body. The party can insist the just the body be taken, which Haarlep will agree and tells them that they will always know when an orgasm is experienced in their form. Otherwise, giving over both mind and body results in a game over.
Upon entering the Boudoir, the party is accosted by an incubus named [[Haarlep]], who has been polymorphed into a perfect copy of Raphael. Haarlep asks why the party is there, but is already aware that they seek their contract. Haarlep will help the party out if they agree to "play a game" with him. Agreeing to play the "game" will have the player taking off their clothes and Haarlep seducing them to give over their mind and body. The party can insist the just the body be taken, which Haarlep will agree and tells them that they will always know when an orgasm is experienced in their form. Otherwise, giving over both mind and body results in a game over.


Refusing to play makes Haarlep hostile. Additionally, succeeding in a Constitution check (DC 25) during the "game" also makes him hostile. Defeating Haarlep makes him drop the location of Raphael's safe, as well as {{RarityItem|Helldusk Gloves}}. The safe contains the magic phrase needed to steal the contract/hammer.
Refusing to play makes Haarlep hostile. Additionally, succeeding in a Constitution check (DC 25) during the "game" also makes him hostile. Defeating Haarlep makes him drop the location of Raphael's safe, as well as {{RarityItem|Helldusk Gloves}}. The safe contains the magic phrase needed to steal the contract/hammer.
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[[File:Hopes Red Crystals.jpg|thumb|Smash the crystals with the Orphic Hammer to free Hope.]]
[[File:Hopes Red Crystals.jpg|thumb|Smash the crystals with the Orphic Hammer to free Hope.]]
After leaving the Archive, the residents of the House of Hope turn hostile, including the Debtors and several Hell Spheres. On the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet (X:-6482, Y:2977) to heal. Hope's prison cell is on the eastern side of the House, in a hatch just south of the Outer Portals. Once inside, the party will face two Spectators and a large number of Vengeful Imps. Equip the Orphic Hammer and smash the two crystals to free Hope, who joins the party as a temporary companion.
After leaving the Archive, the residents of the House of Hope turn hostile, including the Debtors and several Hell Spheres. On the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet {{coords|-6482|2977}} to heal. Hope's prison cell is on the eastern side of the House, in a hatch just south of the Outer Portals. Once inside, the party will face two Spectators and a large number of Vengeful Imps. Equip the Orphic Hammer and smash the two crystals to free Hope, who joins the party as a temporary companion.


Once Hope is freed, return to the entrance where the portal is located. Unfortunately, [[Raphael]], [[Yurgir]], six [[Vengeful Cambion|Vengeful Cambions]] and [[Korrilla]] are there waiting, surrounded by four [[Pillar of Souls|Pillars of Souls]]. Raphael, enraged, will state that the deal is over and that none of the party is getting out alive. Yurgir can be convinced to switch sides with a persuasion check (DC 30 if he was killed in Chapter Two), or he automatically switches sides if he helped the party find the House of Hope in the first place. Yurgir never joins the party if he was convinced to kill himself in Chapter Two.
Once Hope is freed, return to the entrance where the portal is located. Unfortunately, [[Raphael]], [[Yurgir]], six [[Vengeful Cambion|Vengeful Cambions]] and [[Korrilla]] are there waiting, surrounded by four [[Pillar of Souls|Pillars of Souls]]. Raphael, enraged, will state that the deal is over and that none of the party is getting out alive. Yurgir can be convinced to switch sides with a persuasion check (DC 30 if he was killed in Chapter Two), or he automatically switches sides if he helped the party find the House of Hope in the first place. Yurgir never joins the party if he was convinced to kill himself in Chapter Two.
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